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Nuju Metru

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In light of advice on the story and formatting aspects, I've refined my idea a bit, and so here is the latest version. Feedback would be appreciated. Would anyone want to play this RPG?
TRANSFORMATION

Across the island, all was peaceful. Light was just beginning to creep into the dome. Birds called to each other, announcing the arrival of a new day. Insects hummed between flowers, enjoying the balmy late spring weather. It could not last, however. The idyllic scene was about to be broken by a terrible scream.It was a scream of horror, revulsion and fear, all rolled into one blood-curdling yell. Soon, it was joined by another, and another. All across this island paradise, hundreds upon hundreds of throats let out similar cries as they woke to find gruesome, twisted monsters in their villages, their homes, and even their mirrors.The Transformation had begun.SUMMARYThis RPG is set 72,000 years before the Great Cataclysm, on the Island of Zakaz.Maukta Spiriah has infected the entire island with a series of viruses that turned the native Skakdi from a peaceful, prosperous race into grotesque, vicious warriors. Chaos has erupted as the Skakdi awoke to find themselves in varying stages of transition, and only intensified in the next three days as the changes were completed. The government is trying to keep a lid on things, but are failing miserably, as officials are dealing with similar transformations to everyone else.In the tumult of the change, some have embraced their new nature and powers in an attempt to seize power. Chief among these is the former head of the law enforcement, a Skakdi named Nektann. He has gathered a group of criminals, rogues and power-mongers to take control of the island for his own ends. He has some competition, but as of now, his army is the largest rebel group.The Makuta himself is nowhere to be found, and many believe him to have left the island. The only sign is a squadron is Visorak he left to guard his fortress and prevent anyone from coming or going to and from the island.One thing is clear, however. Zakaz is now a very different place, and will be transformed even more in the coming weeks, months and years.How it is transformed is up to you to decide. Will you join the rebels, using you newfound powers to gain wealth and influence? Will you attempt to put down the rebellions and restore peace to Zakaz? Are you going to throw you lot in with the Makuta, and submit to whatever plans he has for the island?Whichever you choose, you will alter the fate of your homeland.FACTIONSAll across the island, being are banding together for protection or in pursuit of their goals. The three most important ones are listed below.Zakaz GovernmentThe government of Zakaz exists to keep the peace and to make sure that day to day activities across the island run smoothly. Malok, the king has supreme power, but most often does not use it. He finds that most conflicts can be resolved without resorting to that, and prefers to work with his subjects to find solutions. Under Malok, there are several ministers/advisers who oversee various areas of the administration, such as trade, law enforcement, security and dealings with other islands.Goals:

  • [*]Keep order on Zakaz.[*]Find a way to cope with the transformation or reverse it.[*]Investigate possible cures for the mutation. If any turn out to be useful, use it on as many Skakdi as possible.

Nektann’s RebelsThis group, led by the former head of the Avan (law enforcement organisation), is composed of individuals who have given in to their darker sides and are using their newfound powers to wreak havoc in the city of Atia. As yet, their influence is weak outside the city’s walls. What began as a group of criminals hungry for power is quickly solidifying into an army.Goals:

  • [*]Subvert whatever the government is doing.[*]Gain more recruits.[*]Launch an attack on Atia and attempt to seize power.

Makuta’s DevoteesRight now, most of Zakaz hates Spiriah for transforming them as he did. It is well known that the Makuta was the source of the infection, but nobody knows the details of how or why he did it. This faction, however, includes many beings who are loyal to Spiriah, including his team of Toa Hagah. These beings go against strong public opinion, and believe that the Makuta of the island will provide a solution to their problems. They reason that the Makuta had a reason for mutating the Skakdi as he did, and do not know that the experiment went horribly wrong from Spiriah’s point of view, as well as everyone else’s.Goals:

  • [*]Stop anyone trying to undo the Makuta’s mutation.[*]Await the Makuta’s return and maintain the faction until he does.[*]Convince everyone else not to kill Spiriah as soon as he shows his face.[*]Defend the Makuta’s fortress.[*]Exercise the Makuta’s will on Zakaz, whatever that may be.

Neutral CitizensIn the days since the Transformation began, most of the factions’ activities have taken place in Atia and the surrounding lands. In other locations around Zakaz, people are responding to the situation in their own ways, most often fighting for resources or trying to find ways to undo the effects of the virus.Goals:

  • [*]Survive the chaos.[*]Do whatever your character wants.

Player Created FactionsIf you want to form a group with a goal and a name, go ahead! The new faction will not, however, get any NPCs or vast resources.THE STORY SO FAR:Day 0:Makuta Spiriah sends out his viruses to mutate the Skakdi race. They do not take effect immediately.Day 1:This marks the beginning of the Transformation. Overnight, the viruses have begun to take effect and the Skakdi’s bodies have started to change. After the initial attack of island-wide panic, they get together in each village as well as the capital to seek answers. It is revealed that the Makuta caused the virus, but not much more progress is made in any of the meetings. They soon break up out of fear, anger, and uncontrollable flashes of power.Day 2:By this stage, the Skakdi are looking mostly like their mutated forms. Everyone is in panic mode as more and more changes occur. There is looting and violence in the streets as everyone tries to hoard supplies or find a cure. Civilisation grinds to a screaming halt. Many buildings are damaged. There is little coordinated response from the Zakaz government because they are just as confused by the changes as everybody else.Anyone who tries to leave or enter Zakaz encounters Visorak. The island is cut off from the rest of the Matoran Universe.Day 3:The mutations are now complete. Nektann sees the way things are going and defects from the Avan to form his own faction. He releases several notorious criminals on his way out, and begins recruiting scoundrels to join him and seize power.Still reeling from the loss of one of their top men, the government begins to put together a response. Malok declares martial law, but the Avan prove too few to be clearly effective against such widespread disaster. Some quiet is achieved in the streets, but crime is still rampant, as every Skakdi fights for themselves or their small group. Most are beginning to gain some control over their powers by now.There is still no sign of the Makuta, but those loyal to him are a force to be reckoned with, as they defend his tower from all assailants and clamp down on any malicious or destructive activities in the surrounding area. They appear to be plotting something, but as yet, nobody knows what.Rumors are flying that a Skakdi of Quo-nari named Makan has (or has amost) isolated a cure for the Skakdi’s mutation. The respected, if slightly eccentric doctor was unfortunately killed in a riot in Quo-kuna, but his work still exists… somewhere. If it can be found, completed and used, there may yet be hope for Zakaz.All of the islands major factions are showing an interest in this. The Zakaz Government wants it perfected and used widely, Makuta’s Devotees want it destroyed so that the mutation is permanent, while Nektann’s rebels want to obtain it because of the power it represents and to gain more influence on the island. It could be a powerful bargaining chip, and the warlord knows it.Day 4: Beginning of the RPG. From here, events are mostly under the players’ control. :)LOCATIONSHere are two maps of Zakaz. The first shows the island and the nari borders, the other only shows landmarks.

All of the locations below are named in the language of the Skakdi, rather than Matoran. Note that the words used here are a little different, as the characters are all speaking a different tongue.Te-nariThe southern region of Zakaz is dominated by Mount Krahn. The volcano feeds numerous lava streams. It erupts so frequently that the sides of the mountain are completely bare of any life, as if even nature has given up trying to colonise the place. Further afield from the summit, however, volcanic ash provides excellent fertiliser to sustain forests and fields alike. The Skakdi of the region grow much of the island’s food. The forests are easily negotiable to travellers, because occasional forest fires keep the foliage from growing too dense.Situated between two lava streams is Te-kuna, the village of fire. The buildings here are constructed from blocks of black volcanic stone.Ona-nariThis region of Zakaz is only inhabited underground, where a network of tunnels and caves are home to many Skakdi. Most of the tunnels are concentrated just north of Te-nari, but there are also roads leading to other places of note around the island, such as the other settlements. The tunnels are lit both by torches and a series of mirrors that reflect the light from the dome into most major tunnels.Irnakk’s Maw is a giant cave entrance that opens onto Te-nari, and where many of that region’s lava flows re-enter the earth. Many of the mirrors take daylight from this opening, and it is said that the glinting lenses look like teeth in a gigantic, fiery mouth.Ona-kuna is the village of earth. The village is found within a giant cavern with two rivers running through it; one of water, the other of lava. The dwellings here are carved into massive Stalagmites, many of which reach to the cavern’s ceiling, hundreds of bio above. Ona-kuna is known for its mineral wealth and the skill of its craftsmen in making all sorts of tools, weapons and armour.Pi-nariZakaz’s region of stone is a vast canyonland along the southwestern coast. The Kona and Malana rivers flow down from Quo-nari and Lake Turano before joining at Furl Drop, a giant, multi-level waterfall that descends more than 500 bio to the floor of Mara Canyon, the largest on the island and home to Pi-kuna. After the joining, the river is known as the Karoro.Pi-kuna, the village of stone is recessed within the eastern wall of Mara Canyon. The vertical stone here has been worked into a huge collection of ramps, stairs and ladders that connect the many balconies of the stone village. Each balcony leads into a house or shop into the cliff face. The warm, orange-brown stone gives a cosy feel to the homes here, as well as a majestic view at sunset when the canyon is lit with bright lights and deep shadows.The Skakdi of Pi-kuna are adventurous and famous for their skills in combat, sports and survival. The harsh, dry landscape they inhabit provides few resources and harbours many dangerous rahi. As if those weren’t enough of a challenge, bungy jumping and hang gliding are available in the canyonlands, though notoriously dangerous for any who choose to join in the daredevils.Also to be found in Pi-nari is Spiriah’s Tower. This is the Makuta’s base on Zakaz, where he works his dangerous experiments. The tower itself is built on top of a cylindrical spire of stone, so as to only be accessible by those with the power of flight or some other way to bridge the canyon. There is a bridge to the tower, but it can disappear in an instant, controlled by some mechanism with in the tower.Quo-nariQuo-nari is the mountainous, icy region of Zakaz’s north. High in the Pili Mountains, steep cliffs and ravines dominate the landscape. Glaciers are also a common feature in many valleys. The altitude and cold prevent many plants from growing here, but the hardy shrubs and grasses that grow here often have medicinal properties. Also rumoured to exist here is the jugo tree of legend, which is said to undo any wound or mutation. It is thought that Makan's elixir was derived from this plant.Quo-kuna, the village of ice, is the most isolated on the island. It is a quiet place, with most Skakdi preferring to stay indoors to do their business. The homes here are built from cement studded with heatstones, and packed closely together in order to give the outdoor spaces some protection from the cold as well.Quo-kuna is not an industrial town – there are too few resources up in these frozen lands, but instead the people here make a living from their skills. Quo-nari boasts many doctors and healers, trained in the use of the region’s plant life, and is a haven for artists of all types. The peace and stunning views have inspired many great works, from music to sculptures and paintings.Gu-nariGu-nari is the region of water, and reaches from the north-eastern coast to Lake Turano, and the smaller Lake Roto. The region has a damp climate, and is filled with marshes, wetlands and wide fields. It is home to many of the island’s rahi, including heards of Tahtorak.The main feature of Gu-nari is the Awa River, which flows from Lake Turano in the centre of the island to the Silver Sea. The river runs clear and cool over the moist terrain, providing an easy way of travel for mariners, who both fish the river for its abundant food supply and ferry other Skakdi up and down the river.Gu-kuna, the village of water is situated in an underwater cave in the Awa River. Protected from outside attacks, the town is only accessible by swimming or airtight vessels that run on tracks along the riverbed. An air pocket allows the village to stay dry, if a little humid, and is kept fresh by a large skylight that also lights the settlement. The dwellings are built around the edges of the cave on solid ground. Most are constructed from wood, which is abundant in the swamps above.Gu-kuna is the transport hub of Zakaz. The large port outside the Gu-kuna cave holds all types of boats, from large sailing ships ready to take on the silver sea or Lake Turano, to small rafts better suited to the river canyons of Pi-nari. For overland transport, Gu-kuna is the home base for domesticated Tahtorak, which are used as steeds for the Skakdi.La-nariThis region of Zakaz is a lush rainforest, the Rata Jungle, is often covered by curtains of swirling mist. The shining droplets reduce the visibility among the dark, evergreen trees, and can give it an unearthly feel, not to mention making it easy to get lost in. Between the gargantuan trunks, there is very little undergrowth. Instead, a thick layer of moss serves as the carpet. It can conceal dead trunks and pot holes, however, so watch your step.The La-nari forest overlaps with Ona-nari, with trees on the surface and tunnels beneath. Just who owns this part of land, however, has never been a problem – neither group wants to use the other’s area.The greatest feature of this forest is undoubtedly the forest monarch, Mahana. This giant tree reaches 50 bio above the rest of the forest, its canopy extending like a dome 100 bio across on top of the rest of the forest’s roof. More than just a big tree however, Mahana is alive and sentient. Her mind watches over the forest, wherever trees grow in La-nari. What she makes of it, however, is anyone’s guess, and communication is fraught with difficulty. Her thoughts are revealed in the swirling patterns and arcane symbols that are in constant motion across her bark, and some say that the pattern of these will predict the future, while others assert that the patterns of mist move in unison.La-kuna, the village of La-nari is situated a good distance from Mahana, because nobody had the guts or gumption to build anything too close to the revered tree, or worse, it in. Instead, the wooden houses are built on the ground. They are well camouflaged, however, and unless one knows where to look, one could easily miss it in the mist.La-kuna Skakdi are known as builders and engineers. It is they who produce the great ships of Gu-nari and construct all kinds of buildings across the island.AtiaAtia is the capital city of Zakaz, and is neutral territory where beings of all elements and backgrounds meet. Almost surrounded by Lake Turano and the Awa River, Atia is a much larger city than any of the kuna. A wall surrounds the city, but the gates are always open, as the fortifications have not been needed in a long time. The city is a hodge-podge of architectural styles and cultures, allowing it to feel like home to its diverse inhabitants as well as highlighting the peaceful co-existence of so many in one place. Important places in and around the city include:Lake Turano, which is the largest body of water on Zakaz. The huge lake borders 6 of the 7 regions, and is a gateway for travellers, as well as providing water for much of the island.Mana Palace, where the King of Zakaz lives, rules and deals with the people. The current holder of that title is named Malok, a Skakdi of magnetism. The palace is the city’s largest building, a small tower built of a mixture of stone and wood. It lies in the middle of the city, surrounded by a park. Most of the palace is open to the public to deal with their king.Avan Headquarters is situated adjacent to the main gate of Atia, and serves as the fortress that Mana is not. Built from thick stone and iron, there are only two entrances. One is the main gate, the other a secret underground passageway leading into the palace. The large building towers over the small houses and businesses in other parts of the city, with several battlements equipped with projectile weapons. Inside, the place is a warren of various chambers used by Zakaz’s law enforcement, including a small jail.Traders’ Square. Just as the name suggests, this part of Atia is the commercial hub of both the city and Zakaz. Goods of all kinds are traded here, from food and water to medicines, tools, trinkets and weapons. The last is much less common than in other parts of the MU, because Zakaz doesn’t have much trouble aside from the occasional plague of rahi. Much of the trade that goes on here uses a barter system, but there is also a currency known as the grala – small gold spheres engraved with various symbols that signify their worth.Nektann's hideout is the base for this warlord and his criminal gang. The base is in what used to be one of the largest shops in the city, one selling fresh produce from Te-nari. Here, the villains are well supplied, but the design of the building and many exits make security a problem.ADDITIONAL NOTES ON ZAKAZTechnology LevelThe level of technology on Zakaz is greater than that of the Matoran on Mata Nui, but nowhere near Xia standard. The Skakdi can make some pretty cool tools and structures, but they are nowhere near modern day technology or the ‘magical’ technologies produced on Xia and Nynrah.The currency of Zakaz is the grala. These can be used like widgets to buy things in the markets of Zakaz, but most Skakdi just use a barter system. Gralas are small gold spheres engraved with various symbols that signify their worth. These are notoriously difficult to counterfeit.Mutated vs. Un-mutated Skakdi.Prior to the Transformation, the Skakdi were smaller and less powerful than they are now. They were shorter than most toa and had small spines down their backs. Their faces were more normal and their jaws were much smaller than the gruesome grins we saw on the piraka sets. They had the ability to use great kanohi, and also possessed the latent elemental traits seen in Matoran, but stronger.As a result of Spiriah’s virus, they have grown taller and stronger, their spines have enlarged and their jaws have sprouted huge teeth. They have lost the mental discipline to access the powers of kanohi, but have gained other powers.Chief among these new powers is the ability to use elemental powers to a toa level, but only when working together with another mutated Skakdi. Second is a vision power, such as X-ray vision or laser vision. These powers work by shooting beams from the Skakdi’s eyes, and whatever those beams hit is affected by the power. Finally, each mutated Skakdi gained a third power. These are highly variable between individuals, so be creative when coming up with your own unique powers. Be cautious in this, however, of over-powering. The pirakas’ abilities should be considered the upper limit here.The final and perhaps most disturbing change for the Skakdi is the transformation of their minds. While pre-mutation Skakdi were mostly calm, friendly sorts, Spiriah’s virus has given them an inclination towards high tempers and violent outbursts.This game takes place three days after the original infection, which took about that long to do its work and completely transform all the Skakdi. Most characters will still be getting used to their new powers, and will not be experts yet.GAMEPLAYIn this game, you will play as one of the inhabitants of Zakaz. This can mean that your characters can be Skakdi or other MU species that happen to be on Zakaz at the time.This is very much a sandbox RPG, so your characters’ actions will determine the course of events. Zakaz may end up much like it did in the canon universe; a war-torn desolation, or alternatively, it may turn out to be a very different place. Your actions will determine which and how. So have fun. Go visit Makan's house of take a look at his body. Pick fights over a bag of food. This world is just waiting for you to make it come to life.CHARACTERSMost characters in this game will be Skakdi. It is, after all, their island. Other species will be allowed, but bear in mind that they will be heavily outnumbered. If you can concoct a good reason for a non-Skakdi character to be on Zakaz, go ahead and play them. It is likely, however, that they may have been affected by the Makuta’s viruses in some way.The same applies to un-mutated Skakdi. These are playable if you can think of an excuse for them not to have been on Zakaz at the time of the infection, and also a way to have got them back past the Visorak guards.As with any RPG, there are some canon powers that cannot be used. These include:

  • [*]The legendary masks, for obvious reasons.[*]The olmak, avohkii, krahkan and mask of elemental energy, of which are unique. There are none of these masks in existance other than the ones shown in story the canon.[*]The elements of light and shadow, because there are no naturally occurring Skakdi of light or shadow, and the shadow leech hasn’t been invented yet.[*]The mohtrek, because insta-armies are annoying.[*]The mask of undeath, because unkillable zombies are no fun.[*]The komau (great mask of bunnying) and the sanok (great mask of auto-hitting). While it is possible to use these responsibly in an RPG, I’d rather save everyone the trouble of sorting out how they should and shouldn’t be used within good RPing etiquette.

You cannot play as a canon character. Make your own.Each player can control up to five characters at one time, but I might be lenient here if someone has a really great idea for a sixth character that will enhance the RPG in some way.Fill out this character profile and submit it for approval. This layout is designed for a Skakdi character, so for other species it will need a bit of altering. Feel free to change the format if you wish.Name:Species: Something from the MU, but not Makuta.Gender:Alignment: Pick one from above, make your own, or neutral.Home Region: Te-nari, Gu-nari, Atia, traveller, etcElement:Vision Power:Third Power: Be creative!Equipment:Appearance:Biography:Personality:Skills/Strengths:Weaknesses:NPCsName: MalokSpecies: SkakdiGender: MaleAlignment: Zakaz GovernmentHome Region: AtiaElement: MagnetismVision Power: X-ray visionThird Power: Mind reading and limited telepathyEquipment: Crown and sceptre of ZakazAppearance: Malok is a tall but thin Skakdi with mostly gunmetal grey armour. His secondary colour is royal blue, and is displayed on his torso, hands and feet. The crown he wears is made of gold and is set with six stones in a circular pattern, each the colour of one of the main six elements. In the centre of the circle is a transparent diamond. Since his transformation, it doesn’t fit on his head too well.Biography: Malok has been King of Zakaz for a few thousand years now, and has overseen the growth of the Skakdi nation. He lives in Mana Palace in Atia, which is his seat of power. Since the Transformation began, he has tried to use his influence among his race to calm the chaos, but has not met with much success.Personality: Malok is a charismatic Skakdi with good people skills and considerable wisdom. He is the closest thing to a Turaga you are likely to find among the Skakdi. He tries to rule Zakaz as fairly as possible, and genuinely wants to see his people flourish. As for the transformation, he has found the mental changes the most difficult. Anger and violence are the opposite of what he stands for, so having them become a greater part of his personality is very difficult for him.Skills/Strengths: Malok is an excellent speaker, and has a disarming style that makes other people want to agree with him. He has a quick mind and a strong will.Weaknesses: Malok is not a great warrior, though he can fight if the occasion calls for it.Name: NektannSpecies: SkakdiGender: MaleAlignment: Nektann’s RebelsHome Region: AtiaElement: WaterVision Power: Lightning visionThird Power: Limited Physical Invulnerability. This means that he cannot be hurt by physical attacks like whacking him with a sword. Arrows will just bounce off him, axes will only get bent. He can hit whatever he likes and fear nothing. Energy based attacks, however, will hurt him. This invulnerability also extends to any weapon he uses.Equipment: A large scythe, which he wields will deadly strength and precision. This is not the crescent scythe seen in the set, but a different weapon. He also carries a dozen knives and daggers and a mace.Appearance: Nektann is much larger than the average Skakdi, muscular and well armoured. His appearance is much like the set, but he has not yet obtained his crescent scythe at this point in history. His weapon is still a scythe; just a different one.I picture him something like this MoC by Toa Cehk. All credit to the builder.Biography: Proir to the Transformation, Nektann was head of the Avan, the law enforcement of Zakaz. He did his job ruthlessly and efficiently, and under his watch, crime was low. He held great influence among the government, and was tipped by some to become the next King of Zakaz.On finding out that the Skakdi were being mutated into super-powered monsters, Nektann’s darker side took control and he took advantage of the confusion for his own gain. He set free many criminals and began recruiting many other Skakdi in a bid to seize power and rule the island. He has been unusually quick to discover his powers and how they can be used.Personality: Nektann is a ruthless being, using whatever force is necessary to achieve his goals. This made him very effective has head of the Avan, but now it makes him a nightmare to his enemies. He has embraced the dark side of his new nature, though his mind is still cunning and sharp as a dagger.Skills/Strengths: Nektann is a deadly warrior of great strength and skill, particularly with his chosen weapons. He is a quick thinker and has a devious, shrewd mind, as well as inside knowledge of the Avan and Zakaz Government.Weaknesses: Nektann is vulnerable to energy-based attacks, and is not particularly agile.Name: SpiriahSpecies: MakutaGender: MaleAlignment: Brotherhood of MakutaElement: ShadowKanohi: JutlinPowers: Spiriah has access to all 42 kraata powers as well as telepathy, the use of a shadow hand and the ability to infect kanohi. He has the ability to create kraata and, by extension, Rahkshi. Since he has not yet evolved into gaseous antidermis at this point in history, the process of creating kraata is slow and yields weak slugs.Appearance: Spiriah is a shapeshifter, so his appearance can change at will. For the most part, he will appear as he did in the set.Biography: Spiriah was created by Mata Nui along with the other Makuta from a pool of liquid Antidermis. He then became a member of the Brotherhood of Makuta, working on experiments with Rahi and creating breeds of them to populate the universe, though he lacked the skill in doing so. Following the Matoran Civil War, Spiriah was assigned to supervise the islands of Zakaz and Artidax.Spiriah saw potential for the Skakdi to be used as soldiers for the Brotherhood, and came to Zakaz to experiment on them. When he thought he had the right mix of viruses, he unleashed them over the whole island through the air and water, resulting in the Transformation. He then left the island, planning to return later to check on the results.Personality: Spiriah is arrogant like all Makuta, but unable to live up to this standard; he lacks skills in Rahi creation, and is deficient in leadership traits, acting more in the role of a follower. Though he aspires to greatness, he is incapable of achieving anything of significance.Skills/Strengths: He’s a Makuta. He has power beyond anything other species can dream of. Attack him and you die.Name: BanuaSpecies: ToaGender: MaleAlignment: Makuta’s DevoteesElement: GravityMask: Gold faxon in the shape of a kadin. This was presented to him by his former team mates on entering Spiriah’s service. The shape is to honour a past hero - JovanEquipment: Orbit Spear and Rhotuka Launching Shield

The Orbit Spear has the power to change the point where the gravity that affects the target originates from. For this power to be triggered, the spear must touch the target. For example, if a foe was touched by the spear, they might find gravity pulling them towards, say, a tree, rather than the ground.

His rhotuka have the power to cause explosions wherever they hit.

Appearance: Banua’s primary colour is black, with gold and purple highlights in roughly equal parts. His tools, hands and feet are gold, while his upper limbs are purple. Also in this colour is the BoM insignia across his chest. He is a thin, wiry toa of about average height. His armour is made of precious metals.Biography: Banua is the leader of Spiriah’s Toa Hagah team. Before entering the Brotherhood’s service, he was one of the Toa Nynrah. He was chosen to become an elite guardian, and was assigned to Spiriah’s team, which he now leads. It is his job to deal with any threats to his Makuta’s safety.Banua has not had much to do with the Skakdi before, except for acting as a bodyguard during Spiriah’s occasional visits to Mana Palace. Generally, he has spent time in Spiriah’s tower when on Zakaz, but much more time on other islands.During the Transformation, he and his fellow Hagah were taken to a sealed-off chamber to protect them from any ill effects caused by the virus. He was left on Zakaz when Spiriah left to go back to Destral.Personality: Banua is a cautious leader, always giving situations due consideration rather than a quick, rash response that might lead to trouble later. That is not to say he cannot act quickly when the situation demands it, but it is not his preferred MO. He has a serious personality, and stays focussed on the job. He is not often jokey or jovial, but relies on others to lighten up a situation.Skills/Strengths: Banua is a good leader and a clever strategist. He is very loyal to the Makuta, and has great skill with his powers.Weaknesses: He does not have the physical strength to match most post-mutation Skakdi, so he prefers to fight at a distance. At close range, he could be beaten in physical combat.NOTE: Banua is one Toa Hagah, but the rest of Spiriah’s team are open for creation by players. If you want to play as one, make a character. The first five players who want spots will get them. The other Hagah can also get some of the few powered weapons on the island (spears and rhotuka shields).RULESIn general, don’t do anything that detracts from other peoples’ enjoyment of the game. All the usual RPG fallacies fall under this, such as god-modding, meta-gaming, bunnying, auto-hitting and the like. For more on these, see the BZPRPG, where you will find some great descriptions and more details on the subtleties of these.Use IC and OOC to separate what your character(s) do from you talking.Unlike in some other RPGs, there is no rule against wreaking huge destruction on the landscape. We know that in the canon universe, the island was turned into a barren wasteland by the wars of super-powered savages, so there is no reason not to pound a few landmarks out of existence if the situation requires it.Do not kill or injure somebody else’s character without permission. The same goes for (character) life changing events.No nova blasts or other apocalyptic, island destroying attacks. Destroy your immediate area: fine. Destroy the entire region or island: not fine.GMs have the right to do anything they see fit in the IC world. This includes punishments for rule-breaking and rewards for making positive contributions to the RPG.GLOSSARYThis is a list of all the terms I invented for this game. Most were made up on the spot, so this is to help myself and others keep track of them.Atia – the capital city of ZakazAvan – the law enforcement agency of ZakazAwa – a river in Gu-nari, flowing out of Lake TuranoFurl Drop – a waterfall at the meeting of the Malana and Kona RiversGrala – the currency of ZakazGu- – the Skakdi prefix representing waterKaroro – a river flowing through Mara CanyonKona – a river flowing from Quo-nari into Pi-nariKuna – a Skakdi word meaning ‘village’La- – the Skakdi prefix representing airMahana – a giant, sentient tree in La-nariMalana – a river flowing from Lake Turano into Pi-nariMalok – a Skakdi, the current King of ZakazMana Palace – Malok’s dwelling in AtiaMount Krahn – a volcano in Te-nariNari – a Skakdi word meaning ‘region’Ona- – the Skakdi prefix representing earthPi – the Skakdi prefix representing stonePili Mountains – mountain range of Quo-nariQuo- – the Skakdi prefix representing iceRata – the forest of La-nariMara – a large canyon in Pi-nari, the location of Pi-kunaRoto – a lake in Gu-nariTe- – the Skakdi prefix representing fireThe Transformation – the changes wrought on the Skakdi by Spiriah’s virus.Turano – a lake in the centre of Zakaz. Edited by The Lorax

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It's in an alternate universe. As it says a couple of times, the players' actions will determine how things go. This applies to both the overall plot and specific points within it. For example, I've been planning various ways for Spiriah to make an entrance, but how players start the game will determine which one I use.I originally planned it to be a part of the main timeline, but I wrote it during the peak of BS01's downtime, relying an google caches and other, less reliable wikis. Since a bit more from BS01 came back, I discoverd a lot of differences between what is known about the history of Zakaz and how I portayed it here. Rather than re-write the whole thing, I'm saying that this is definitely an alternate timeline. Things can and will be different from how they were in canon.

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I, for one, am very, very excited about that AU idea. I think that this is one of the most fun-sounding RPGs I've seen in a while; and the prospect of using a mutated Skakdi or non-Skakdi- or even two non-Skakdi that mutated into one being, maybe- delights me, as playing as a Toa gets boring after a while.

I could just end my suffering. But it would be too cowardly. They'll just come and laugh on my grave. I've got to survive. To see their undoing and to win this chess game with heaven.

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Thanks Boredo. I've tried to throw it wide open for a lot of character diversity. There is really no limit on what powers a mutated Skakdi can have, save for a player's imagination and overpowering the characters. Then there is what the viruses may have done to other species, which could be anything from the MU. How would a toa respond? Would a mutant Vortixx grow spines and eyebeams? A Matoran with huge, glowing teeth? I don't know. There are endless posibilities for how individauls could respond - imagine what might have happened to Nocturn's species or Brutaka's. :blink:That said, I'm a bit unsure on the plot. Its a sandbox with a lot if freedom, but I sometimes think I haven't put in enough of a plot to get the game going. The thing with Makan's possible cure was an attempt to fix this, but I'm not sure if people would want to take that bait (small as it is), and run with it. I think it would be great to have a few different groups all running after each other trying to solve the puzzle, getting different pieces and skirmishing with each other along the way.That's my vision for an initial plot, but if people want to get their own characters and stories going, I'd be fine with that, and more will obviously develop along the way as the factions clash and when I throw Spiriah into the mix.Any advice on how I could improve the plot at all? I think it is a weak point as things stand, so suggestions and changes are very welcome.

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Forges burn in Ta Metru...Weapons are sharpened in Le-Metru...Webs wind in Ga Metru...The city is stretched by many powers...Amid this city of death...pic3785f5fd-4253-4597-8a86-7e11d7ff2da8.jpg-=-Life is changed throughout the universe; the past like white and the present like black. For Metru Nui has fallen, great Metru Nui, and has become the abode of emptiness and wild beasts. The Brotherhood of Makuta has at last unveiled its true face, a face many have known for centuries. Their legions are everywhere, conquering what lands they can, and waging war against the Dark Hunters. Over the Northern and Southern Continents their battles rage, leaving everything behind them broken and desolate. Dozens of matoran villages have been pillaged and razed, and their inhabitants forced to flee from the battlegrounds. Brotherhood forces have conquered Stelt, forcing its inhabitants to flee by ships, wandering the seas in groups, and attempting to keep from driving each other to extinction in the process. Xia is recovering from a civil war, and three of its guilds have been exiled. Artakha's concealments failed him, and his island was conquered, with only a few matoran escaping; the great crafter himself is said to be slain or captive. All over the world, refugees appeared in droves, and it seemed they had found one place in the universe unaffected.Metru Nui.Deserted since its fall several years ago, the city presented a tempting goal for the exiles, good and evil alike. Pursued by none, they moved faster than the swiftest routed soldier, entering through sea gate, chute, and any other crack they could find. They were presented by a novel site: Metru Nui, swarming with rahi, and covered in rubble and webbing, a far shot from the glorious city it once was. However, there was a consolation for the weary travelers: there were no Brotherhood or Dark Hunter forces, and that made the city more desirable than most other places one could think of. Three factions were formed, each where they landed: the Sons of the Spirit in Ga Metru, Stelt in Le Metru, and New Xia occupying Ta Metru. Species quickly managed to sort themselves into those three, and half of Metru Nui was settled, with the rahi slowly being pushed back. However, many settlers were neither Steltian, Vortixx, or Matoran, and were estranged from the three groups. At first, the Sons of the Spirits accepted those of other species, but pressure from the other factions halted this practice, and along with New Xia and Stelt, the Sons of the spirit forced all non affiliated refugees into the uninhabited Metrus: Po, Onu, and Ko Metru.But their newfound peace was naught but a shell, for something happened that none of them had intended. Invasion. Led by the makuta Tridax, a brotherhood army moved towards Metru Nui, tasked to occupy it for as long as the makuta Teridax was gone, and to keep it from unwelcomed guests.The first fight happened in Le Metru, when the scouts of Tridax were attacked by Steltian warriors, and butchered, with few escaping. With little knowledge of the forces of the Refugees, Tridax disembarked at the great Temple, butchering and routing the scholars there. He fortified it, and proceeded out with his forces. Although the Sons of the Spirit were caught half prepared, they fought back viciously, and Tridax was forced back to the temple, with what remained of his armies. From there, he was faced with the potential of a long and bloody siege. He sent a summon, and waited. Hardly a few weeks later, ships were spotted. Mercenaries, rahkshi, but even more deadly: visorak. Once scattered, but now somewhat regrouped, they formed an army of over seven hundred. In they swept, and the Sons of the Spirit were cut straight in half, as the visorak occupied of south-central Ga-Metru, and fanned out, now backed by the rest of the Brotherhood forces. Quickly a retreat became a route, and by the time regrouping was possible, the Sons of the Spirit were divided, one part in the absolute southern tip, and the other half in northern half, slowly retreating, and fighting a series of hit and run battles. The southern half were forced into northern Ta Metru, fast closing into the territory of New Xia.In other parts of Metru Nui, war has not yet reached, leaving those factions with some time to prepare. In Stelt, armies are gathering for war, but in New Xia, conversations go on behind closed door, and the entire nation is split on whether to remain neutral, or to side with or against the Brotherhood.Where the visorak killed not, they mutated, and many of those mutated persons now trickle into Po Metru, fighting through the now deserted barriers. Soon, even the Outcast Metrus will be faced with potential invasion.Disorder and strife are the hallmark of this time, and death is as likely to see as your own brother.-Summary-Welcome to the City of the Dead, an RPG set in the post cataclysm world, on the island of Metru Nui. People of many species, and even more diverse background have populated it, forming their own nations. The archives have never been explored: due to the massive amounts of rahi, no one goes near there if they can help it, and none but the Outcasts really know what lurks in Ko, Onu, and Po Metru.The Great Temple has been invaded and made into a massive fortress by Makuta Tridax, whose visorak armies have ravaged most of Ga-Metru and are preparing to spreading out to the rest of the island. Hordika roam Ga Metru and other districts, ill tempered, often insane. The coliseum is mysteriously fortified, and guarded by strange vahki: like none ever seen, their powers range from the level of a toa's, to far above it. The building is defended from the inside and outside, and repeated attempts have failed to make entrance. Several agents were dispatched, but of the few who made it in, nothing more has been heard of.All this is a far off tale for the Outcasts. Murderers, criminals from the three factions, but majorly the refugees who didn't fit in. Those who weren't matoran, vortixx, or steltian. Their goal is to survive. Unorganized, forming into small bands and tribes, but largely alone, they fight daily for their lives against the rahi. It was a task that was fairly easy at first, but grew harder and harder as the rahi grow unexplainably more organized and deadly. Some even think the rahi have become rational.If you’re a Son of the Spirit, your goal is to keep alive. Short on food, supplies, and weaponry, you will be hunted by Brotherhood forces that kill or mutate on sight, and even your fellow settlers cannot be all trusted: rumor has got around that Tridax has decided to use some of his captured enemies as spies. After, that is, he’s completely wiped away their ability to rebel against him. These spies are hard to spot, as vanishing is an extremely common thing, with most forms of communication cut off, and as the visorak will kill them just as easily as settlers. Unlike the Outcasts, the Sons of the Spirit are still an organized fighting force, but are outnumbered and out-powered by their attackers. Rumor also is spreading that there is a cure for the hordika venom in the shape of a mythical beast, but most discount it as just that; a rumor.If you are a member of new Xia, welcome to intrigue. New Xia is split between the sentiments of neutrality, siding with the Sons of the Spirit, or siding with the Brotherhood. In the meantime, weapon production is increasing, although raw supplies may well wear out without the Sons of the Spirit to supply it, an argument many use in defense of giving that faction sanction, or allying with it.If you are a member of Stelt, you're most likely a men at arms or a serf, perhaps at best a knight. All of Stelt, united for once in their lives on something they all can fight, is gearing up for war against the brotherhood armies. Obviously, there is dissent, but few dare voice their opinions openly, for few are against war, and those few know how dangerous the scorn of other warlords is.If you are a visorak, or any other Brotherhood force, well then, your job isn’t to stay alive; there’s always more troops to get; but to destroy the settlers, and take control of the city for Tridax.-Factions-Sons of the SpiritBy far the most diverse faction. The sons of the spirit are mostly matoran and their subspecies, refugees from all across the world. There are other species within their ranks, as they are the only faction that will accept species that are not within their culture. When Metru Nui was settled they occupied all of Ga Metru, and were split into several subsectors. Such subsectors no longer exist. The faction is split in half, one part retreating northwards, the other south into Ta Metru, while a few ragged bands are forces into other sections. Every Son of the Spirit is a warrior, no matter their species or race, and no matter how unskilled they are. A war is quickly turning into a desperate fight for survival, and a pacifist is a suicide and a burden to all. they are formed into irregular infantry and shooters, usually grouped by their element. they are not extremely organized, and most battles are fought by disjointed units, giving the more organized Brotherhood forces an edge over them.New XiaAfter a short civil war, three of Xia's guilds were banished. Having migrated to Metru Nui, they settled in Ta Metru. They have done extensive work on the forges, until at least some work just as good as they used to. Their occupation is that of the weaponsmakers, and they barter their finely crafted weaponry they make for raw materials and foodstuffs. Now two problems present themselves: the migration of the Sons of the Spirit into their land, and the brotherhood invasion. The Megas Corporation is in favor of siding against the Brotherhood, while the Windswept Flame guild favors siding with Tridax, and the Weapons guild remains relatively neutral, although it will side with the Windswept Flame guild if it came to a decisive decision.SteltAfter Stelt fell to the Brotherhood, its populace roamed the seas, at last coming to Metru Nui, and settling in Le Metru. Taking full advantage of the upheaval of defeat and settling, a powerful warlord, Eyorak, with the support of several warlords, and most of the lower class Steltians, formed a feudal system, forcing those Steltians who remained out of it to either join or be banished. Few resisted, and those that did were exiled into Onu Metru. The warlords promptly elected Eyorak as king of the newly formed land, which they named Stelt after their old home. Like on their old homeland, there is a strong class system, with lower class Steltians and gladiator Steltians serving as serfs or common soldiers, with the upper class Steltians as knights and warlords, all under the king. Of all the factions, it is the one least likely to bend to the Brotherhood, and the faction most likely to defeat them. It has a deepset hatred of the Makuta, ever since Stelt was conquered, and they were forced to flee. Their greatest danger is a civil war, as age old hatreds are contained with difficulty by the need to survive, the hatred of the invaders, and the wise ruling of the Steltian king. Their troops are composed of kikanalo riders, upper class steltian knights, and irregular infantry, usually gladiator steltians. They are armed with both regular and xian powered weapons.The OutcastsWhen factions formed, the outcasts found themselves suddenly cut off. A small number were accepted by the Sons of the Spirit, but the rest were exiled into the rahi infested Onu Metru. Later, members of the three factions send their criminals there as permanent exiles, an easy replacement for the death penalty, for few survived for long. The ruling system of this faction is anarchy, with most outcasts on their own, or in small groups.The Brotherhood of MakutaThe strongest faction, the Brotherhood controls all of Ga Metru except the northern section, where the Sons of the Spirit are still fighting. Their forces consist of Visorak of all different kinds, rahkshi of assorted powers, and mercenaries and warriors of many species, from matoran to even a handful of zyglak. They are led by Tridax, and his generals.-Standard Species-MatoranThe main population of the Sons of the Spirit, matoran are the most prominent species in the world, and are divided into three races.-Matoran: Probably the largest race, matoran are about three and a half to four feet in height, they have latent within them the elemental energy of their element, and the physical abilities (endurance, night vision etc) that may come with their element. They depend on kanohi for strength, and without them their physical abilities are halved. They are typically peaceful, and lawfully good. Here however, they have been forced by necessity to fight to survive, and this has in turn made them more serious, grim, and mature than the normal matoran.-Toa: Standing midway in the size of race, toa range from six to seven and a half feet in height. Toa are the transformed versions of matoran: their elemental energy is no longer latent, giving them control over their native element. They have the inherent abilities of their element, although some (fire/ice resistance for example) may be more powerful. They have the ability to use the powers of a kanohi, and although they usually use great masks, they can and sometimes do use noble kanohi. they normally serve as the protectors of matoran villages, and now act as the heavy troopers of the sons of the Spirit. In this fight for survival, the swelled heads and egos of many toa have been popped, and their normal lightheadedness is often nonexistent.-Turaga: The smallest race, turaga range from four to four and a half feet in height, and are physically rather weak, although some may be as able as a standard matoran. They are the next step in the transformation process, and as such they have weak elemental control, often appearing in the ability to only use one aspect of their element. Turaga can only use the power of noble masks. Before, they served as the elders of matoran, and although they still do, they largely look to the people they once led to protect them.VortixxWeaponsmiths and craftsmen, Vortixx are twelve to fourteen feet in height, usually slender and agile. They have no power, but instead use highly advanced and deadly weapons in combat, making them the match of a toa and more. typically, they are most concerned about wealth, making them the most likely to side with the Brotherhood forces.SteltiansThe Steltians are a species of fierce, massive, deadly warriors. They are, like Matoran, divided into three races.-Upper Class Steltians: Tall and well build, the upper class Steltians are expert warriors. They form the upper class of Steltian society, and most are skilled knights, either fighting on foot or atop Kikanalo beasts. From this class alone come the warlords and counts who form the leadership of Stelt. They are typically portrayed as cunning monsters, and a fair amount display such a character. On the whole, the hardships of life, and the complete change in ruling system have either increased or obliterated such character.-Lower Class Steltians: Although originally the middle class of Stelt, this race has been knocked mostly down to the lowest class. They serve as laborers and many serve as rank and file troops in the case of all out war, as of now. Their intellect is typically simpler and more beastial, and they take well to the life they've always had; the simple laborer.-Gladiator Steltians: This race once served as slaves and gladiators. Now, due to their fighting skills and build being superior to the lower class Steltians, they serve as the bulk military force of the Steltian standard armies. At first they were roped as laborers, but after a near rebellion, Eyorak and his council was forced to grant them greater rights.VisorakOften thought of as just simple rahi, visorak are in fact as intelligent as a matoran, although usually much more bestial, with the rationality equal of a person such as Krekka. They can be partially controlled by rahi control. They have a history of servitude to the brotherhood of Makuta. Although the main horde was dispersed several years ago, quick action by the brotherhood resulted in over a thousand being regathered, with more being collected from wherever they fled to. They typically hunt in groups of ten, with a leader, a sergeant, or second in command, six regular visorak, and two watchers, or scout visorak. Their squads are normally composed of different races of visorak, and the watchers are typically Roporaks. They come in seven breeds:-Boggorak: The heavy guns of the visorak horde. The Boggarak are quite powerful, with a tripowered Rhotuka, and are able to control outside objects or persons density via a sonic wave emitted from them.-Vohtarak: The Vohtarak is the first visorak sent into a breached fort: their ability to become near invulnerable, and their Rhotuka power of intense burning sensations on their target makes them perfect for this.-Kahgarak: Twice the size of the average, and heavily armored, Kahgarak are relatively powerless, with the exception of their spinners. They are the tanks and prisonkeepers of the horde, and are fitted out with a variety of ranged weapons.-Keelerak: The troublemakers of the horde, the Keelerak are the smallest, many having avoided the regrouping of the Brotherhood. They have a tenancy to disobey orders, and as such are being sent into Po Metru by Tridax to infest that land, and those around it. This order, they obeyed, out of sheer fear. Keelerak possess a powerful acid spinner. Their legs are bladed, unlike other visorak's and are longer. Often, they fight not only with pincers but with all four legs. A favorite tactic for a group of them is to leap into the air with a spin, turning themselves into a host of buzzsaws. When they do this, a mysterious kinetic force causes them to spin forwards up to twenty feet.-Oohnorak: The interrogators of the horde, the Oohnarak often turn the tide of a battle by using their limited telepathic abilities to read the minds of the opposing generals. It is well known that persons with strong intellects (or training) can resist the mental powers of this visorak. As well, they have the ability to mimic voices perfectly, and to fire numbing Rhotuka.-Roporak: The visorak 'watchers', or scouts of the horde. They possess the ability to blend their colors to fit with the background, and have a very limited illusionary power that allows them to melt their shape to the surroundings as well. they use Rhutuka that drain a target's energy, and they sometimes serve as assassins or kidnappers.-Suukorak: The assassins of the horde, Suukorak serve as ambushers in a battle, and many a fight has been won because of a surprise attack from behind from these visorak. They have the ability to slow their life processes to almost nothing, making them appear dead (a trick that often fails, because most Sons of the spirit will try to kill any Suukorak, alive or dead looking), and their Rhotuka has the ability to trap a target in an electric field.-Locations-Ga MetruThe city of water, once a home of learning and teaching, now a broiling battleground. Central and southern Ga Metru are covered in visorak webbing, and hordika wander here and there, as well as brotherhood patrols. In the north, fortresses and other defenses are being erected by the Sons of the Spirit there, although as of now most fighting takes place in the open ground and in half built, or half collapsed structures. Slowly however, the Settlers are being forced back, and back, until it seems that there will be only two ends: obliteration, or being forced into the sea. All connections with Po Metru were destroyed, and barriers set up to keep out rahi and outcast alike. Since the Brotherhood invasion, the barriers are poorly manned, and are slowly breaking down, making escape possible for the outcasts; if entering a district largely controlled by brotherhood forces could possibly be called ‘escape’. The Metru was left mostly unchanged in structure, filled with buildings and shops. Food and other supplies were produced by the toa. However, since the invasion, buildings are falling into ruin or destroyed in battle.The Great TempleThe home of the makuta Tridax, and the base of operations for the entire Brotherhood army. The temple itself has been turned into a massive fortress, and at the end of its bridge, barracks and further fortifications are set up.Ta MetruIn the north, a small portion of the Sons of the Spirit are engaged in a migration, with the Brotherhood forces slowly pursuing them. In the rest of the district, an entirely different setup presides: the city, and most especially the forges, have been rebuilt and refurbished, and rahi threat is relatively low. The great furnace is silent, and has been converted into the capitol, where the heads of the three guilds live.Po MetruOne of the three (officially) unoccupied districts of Metru Nui. It is home to a great deal of rahi, although not as many as Onu Metru. Also inhabiting it are many escapees from Onu and Ko Metru, who came out of those rahi infested lands, only to find themselves in another Metru practically as dangerous.Ko MetruKo Metru was hit worse than any other district by the Cataclysm. Few of its famed knowledge towers still stand. Instead, the ruins of towers, chutes, and buildings fall together to form a massive maze. Snow perpetually falls, and rahi prowl softly through the constant twilight, always hungry. Survival rate here is almost as low as the Hole, and as a result, is unoccupied except for a small amount of outcasts and the like, desperately trying to survive.Le MetruNext to Ko Metru, Le Metru was hit the worst by the catacysm, and until inhabited was a wasteland of fallen chutes and deadly rahi. Few buildings were even standing, leaving the region looking like a massive heap of rubble and webs.When Stelt settled there, they quickly began rebuilding, and as they had about two thirds of Stelt’s original population, the district was soon free of both rubble and rahi. With the help of toa of earth water and plantlife, reluctantly hired, portions of Le Metru have been converted into compact farmland. The rest of the Metru is taken up by fortresses and housing. The Metru is essentially divided into fiefs. Its barriers are the strongest, made of massive walls of metal and stone, materials mainly from the ruins of the former city of air.Onu MetruThe last, and most dangerous district. During the Great Cataclysm, the main entrance to the archives was opened, and the stasis tubes holding the thousands of rahi contained under Metru Nui were broken. The rahi spread across Metru Nui, but upon arriving, the settlers managed to drive them back into Po, Onu, and Ko Metru. When the settlers settled down, and factions formed, those species unlucky enough to not be one (although the Sons of the Spirit did allow a small number of non matoran to join) were forced into here. Although they were massive at the start, deaths by rahi, and division have caused them to decline. They have only two options: band together to survive against the rahi threat, flee, or die. The Metru is mostly covered with the former homes of archivists, although larger buildings and a few mines are present as well.-The Coliseum-Once the capitol of Metru Nui, and the home of the great arena, the coliseum is uninhabited by any refugees, and for a reason. The entire building and lands around have been fortified, and vahki make constant guard. Build unlike any vahki ever known, it is a mystery who made them, how they are powered, and why they are here. One thing however, is known; their powers vary, but all are enough to outclass even a veteran toa. Attempting to enter is suicide, with a one in a thousand chance of making it in without detection or destruction. Entering here means almost certain destruction to your character.-Profiles-Name: Tridax.Gender:Male.Species: Makuta.Faction: The Brotherhood of Makuta.Kanohi: Mutation.Element: Shadow.Appearance: Ten feet in height, with crimson armor underlaid with deep purple, He looks not unlike a giant toa, albeit his armor is far heavier.Powers: Standard Makuta powers.Abilities: An able warrior, Tridax is primarily a scientist. He has good control over his powers, but usually directs rather than fights.Weapons: A long spear, tipped with acid.Other Equipment: None.Personality: Tridax is as unemotional as the next makuta, and has no patience for fools. He has some semblance of honor, unlike the normal makuta.History: Tridax has a relatively unknown history, He was created along with the other makuta as a biomechanical being, and transformed into energy along with the rest. He was appointed the makuta of Nynrah, and when Teridax took over the brotherhood, sided with him. Following the great cataclysm, he was assigned to occupy Metru Nui in Teridax’s absence. Upon finding it inhabited, he called in an army, and started an invasion.(Optional) Notes: None.Name: Eyorak (Ay-ohr-ahk)Gender: Male.Species: Upper Class Steltian.Faction: Stelt.Kanohi: None.Element: None.Appearance: Eyorak is built like all of his species: twice the height of a toa, with ornate dark red and black armor.Powers: None.Abilities: A skilled fighter, Eyorak often feel handicapped by his position as king, which keeps him from much fighting.Weapons: A protosteel arming sword, ornately hilted, and wonderfully balanced.Other Equipment: A heater shield, protosteel, with his coat of arms, three silver swords in an * formation, upon a dark red background.Personality: Eyorak is a fierce warrior, and a stern ruler. Crime in his realm is at a minimum, and the penalty for crimes are sever enough to keep it like that.History: Eyorak was once a warlord on Stelt, before the Cataclysm. Unlike most warlords he was neither a crimelord or a war monger. He controlled a castle and some land around it, with perhaps a few hundred tenants. His rule was outstanding in order. When the Brotherhood invaded Stelt, he fled along with the rest to Metru Nui. When the settling began, he claimed power by getting the majority of the lower class and gladiator Steltians behind him, all of whom knew full well his ruling style. Reluctantly, the rest of his tribe appointed him king. Ever since then, he has ruled justly, and unbending. Now, faced with the Makuta invasion, he has began organizing a standing army to repel their forces. However, he is hampered by eastern Stelt growing more and more sullen, even verging on rebellion.(Optional) Notes: None.Name: Elhast. (Ehl-hast)Gender: Female.Species: Turaga.Faction: Sons of the Spirit.Kanohi: Noble Calix.Element: Lightning.Appearance: Although Elhast is a turaga, she most certainly does not look like one. Full foot feet in height, she is well muscled and athletic. Her armor is designed for practical use, unlike the standard garb of a turaga, and it covers and protects well.Powers: Limited power over lightning.Abilities: Agile, fast and strong, Elhast could hold her own against any matoran. She is skilled with the small glaive she wields, and with what little elemental power she has left.Weapons: A staff, four feet in height. It is made of wood with a covering of metal, and a foot long blade is affixed to the top. It is a weapon, not a ceremonial badge.Other Equipment: None.Personality: Elhast has not changed a lot since her days as a toa. She is impatient often, with a fiery temper, and a strong sense of loyalty: a traitor would want to stay well away from her, if he wanted to keep his head on.History: Once a matoran from the Southern continent, Elhast became a toa quickly, and soon left her native village. She worked first as a mercenary, then as a member of a toa team. She lived on the northern continent, and after several thousand years, handed her power over to another, becoming a turaga. After the betrayal of the makuta, her village was destroyed, and she and the rest of the survivors fled towards Metru Nui. When the Sons of the Spirit formed, she was elected into the council of seven. When the brotherhood invaded, and the Sons of the Spirit were split, she and tow other members of the council fled into Ta Metru with whatever remnant left alive. The other two turaga were slain, and Elhast found herself suddenly in sole command of several hundred toa, turaga, matoran, and assorted other species.(Optional) Notes: None.Name: Norholk. (Nor-ohlk)Gender: Male.Species: Turaga.Faction: Sons of the Spirit.Kanohi: Noble Huna.Element: Iron.Appearance: Norholk is old, and looks it. His armor is scarred and faded, and the plain gray robe he wears is ragged and patched. Nonetheless, his red eyes burn with an undimmed fierceness.Powers: Limited control over iron.Abilities: Norholk is certainly not a warrior, and his strength and agility are on par with a normal turaga’s. However, like all his species he has marvelous endurance.Weapons: A simple staff, untopped or ornamented. It is a simple walking stick, and Norholk uses it as such.Other Equipment: None.Personality: Once a fiery and fierce toa, Norholk has mellowed quite a bit, becoming far more thoughtful and wise. Not changed however, is his unbending iron stubbornness, a great asset in this period.History: Norholk is among the oldest people on Metru Nui. He lived first as a matoran, than a toa, and finally as a turaga in a small village of Fe matoran. His village, like many other gravirty, magnetism, and iron villages were raided by Brotherhood forces. Norholk fled with the few other survivors, and upon coming to Metru Nui, was elected to the council. When the Brotherhood invaded, he was forced northward.(Optional) Notes: None.Name: Feynioh. (Fay-nee-oh)Gender: Male.Species: Turaga.Faction: Sons of the Spirit.Kanohi: Noble Komau.Element: Ice.Appearance: A little over four feet in height, Feynioh is dressed in a simple monklike black robe, with offset his white armors feet and hands, and his white Kanohi. He walks without any form of bending.Powers: Limited control over ice. His best attack is by freezing via hand or staff touch. At this, he is deadly, and can flash freeze a foe by simply tapping him with his staff, a fate shared by several visorak and a rahkshi so far.Abilities: Feynioh is by no means an athlete, but neither is he a frail turaga. He is about as strong, agile, and fast as an average matoran.Weapons: A long staff, made out of pure, tempered steel. Each end is spiked, making it both a blunt and stab weapon.Other Equipment: None.Personality: Of all the council, Feynioh is the quietest. He speaks only when he must, and when he does, it is in clipped, short statements. He prefers observing to acting, and thinking to speaking.History: Feynioh grew up in metru, but left after a few hundred years. He traveled halfway across the world, and in the process became a toa. At length he settled down, became a member of yet another group of toa. He handed his power on to another, and became a turaga. His village, like many others, was destroyed during the first stages of the Makuta and Dark Hunter war, and Feynioh and his matoran and toa fled to Metru Nui.(Optional) Notes: None.Name: Erazoth. (Ear-ah-zohth)Gender: Male.Species: Toa.Faction: Sons of the Spirit.Kanohi: Kakama.Element: Iron.Appearance: With the distinctive gunmetal and burnt orange of his element, and his height and broadness, Erazoth stands out in any crowd. His sole weapon is a long sword, which he wears at his side.Powers: Erazoth is a veteran, and has great control over the element of iron.Abilities: Strong, fast, agile, and with the marvelous endurance of his kind, Erazoth is the embodiment of the warrior. He is an expert longsword fighter.Weapons: A protosteel longsword.Other Equipment: Erzoth wears full plate armor, with mail protecting what areas the plates cannot cover. It is made of pure protosteel.Personality: Erazoth is stubborn and a bit hot tempered, although over the long years of combat, he has learned all too well when to think and when to fight. Even though the three turaga are technically in charge, all of the Sons of the Spirit look to him for guidance. His front greatly conceals the loss and pain he often feels over the sudden invasion.History: Erazoth grew up in a small village in the northern continent. The climate was harsh, and rahi were a constant threat, despite the village’s resident toa. He started out as a maker of weapons, but became a wielder of them as well, at first helping the village’s toa, and then organizing a small fighting force to better protect the village. A thousand years later, the village’s toa handed his powers to Erazoth after the death of the ruling turaga. Erazoth stayed there for many years, keeping up his tradition of forming the matoran into a self-defensive force. When word of the betrayal of the Brotherhood of Makuta, and they subsequent massacre of iron toa, Erazoth and the matoran of iron in the village fled in order to not endanger it.(Optional) Notes: Erazoth is probably the unofficial leader of all the Sons of the Spirit in northern Ga Metru. He is a warrior and a leader, and as such only is able to assume such a position in wartime such as this. The three turaga hold varying levels of grudges against him for his position, but he always acts as if they’re the leaders, unless there’s a battle going on.Name: AglundGender: MaleSpecies: VortixxFaction: New XiaKanohi: N/AElement: N/AAppearance: An average Vortixx. Not awfully tall or bulky for a Vortixx, actually, compared to most, pretty short, weakly built and narrow of shoulders.Powers: None.Abilities: Aglund's greatest ability is his wits. He's never been particularly quick or strong, or anything, but he's a brilliant tactician and a shrewd leader, and has a habit of being rather persuasive.Weapons: Aglund carries around a Vortixx Rhotuka Battle Axe. Never seems to part with it, too, as if he was paranoid with the fear that someone might make an attempt on his life.Other Equipment: None.Personality: Aglund is always calm, never cynical or sarcastic, and all the jokes he makes are remarkably well-natured. Under that, of course, as might be expected, he nurses a great disdain for most of the people he is the nicest to on the outside, especially for the other two Xian guild leaders. He will stop at nothing, underneath it all, to achieve power, and much more importantly, wealth and influence.History: Aglund is the "youngest" - read, the least experienced - of New Xia's triumvirate of guild leaders. Unlike the other two, who were heads of two ancient, well-respected guilds back in Xia, he usurped power in his weapon guild, the Megas Corporation, by force: a sudden coup d'etat in the guild left all of its leaders dead and Aglund as the new head. The other two guild leaders, as such, harbor a great distrust for the young Vortixx, and would like nothing more than to remove him from the political stage by any means possible.(Optional) Notes: None.Name: (His Royal Highness) Prince Irazhoon dur AeghzardocGender: MaleSpecies: VortixxFaction: New XiaKanohi: N/AElement: N/AAppearance: Tall, even for a Vortixx. By throwing one glance at the man you can see he's an experienced warrior, that written in his cold, nigh unblinking eyes. His armor is colored with intricate patterns of dark green and black, Xia's national emblem, a black mountain in a dark silver field, on his chest.Powers: None.Abilities: Irazhoon is rather strong, and easily the superior of many a Toa when it comes down to strength alone. His mind is sharp as a razor too... it's just that even a razor dulls unused.Weapons: Two Electro Chute Blades, which he usually dual wields.Other Equipment: None.Personality: Irazhoon is actually a pretty short-tempered person, always one step away from loosing his anger and wrath upon anyone who dared so much as to hint at potentially daring to be insolent in his vicinity. Some would claim he is also rather arrogant, convinced in his supremacy over the other two guild leaders and over all of New Xia.History: Irazhoon's position as head of the Windswept Flame Guild is more a matter of honor and politics than anything. Irazhoon, having spent all of his life as designated heir to the throne of Xia, was, let's say, surprised when Aliahn dur Trizhax, a prominent official in the court of the prince of Xia, claimed the throne for himself after the prince's death. Aliahn was much loved by the weapon guilds, while Irazhoon was heavily unpopular. As was expected, Irazhoon lost the war and with his three guilds of supporters was forced to flee Xia, then assuming control of the Windswept Flame Guild of weaponmakers, who were all too eager to see him as head: that way, they could gain influence in Xia should they ever return.(Optional) Notes: None.Name: DlathaGender: FemaleSpecies: VortixxFaction: New XiaKanohi: N/AElement: N/AAppearance: Tall, slim and lithe, one look at her and you can be sure that by Vortixx standards she'd be a great beauty. Which doesn't mean much when you think of the fact that she's a biomechanical being, but, well, whatever works.Powers: None.Abilities: Dlatha is quite agile, and relatively well trained in the arts of war. She also has the habit of being generally more calculating and logical than her colleague Prince Irazhoon dur Aeghzardoc, although, (debatably) not more than Aglund.Weapons: A Lightstone Rifle and an Earth Claw.Other Equipment: None.Personality: Dlatha is a cold, cold woman. Some say, colder than an iceberg. Some go so far as to say she's even colder than a Ko-Matoran, as unlikely as that may sound. She is also proud of her position, and while she does not dare do so to Irazhoon, she looks down on Aglund quite openly.History: Dlatha is the head of the oldest weapon guild on Xia, and proud of it: the Weapon Guild. Yep. The fact that out of seven weapon guilds only this one calls itself simply "the Weapon Guild" documents the fact better than anything else. As such, it naturally places itself abov

Edited by Zarayna: The Quiet Light
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So the Makuta conquer the universe and everyone flees to Metru Nui. The Makuta follow, and everybody fights them and each other to survive in the ruined city.This is a nice concept, and it helps that everybody is very familiar with the setting already. Both sides of the conflict are open to players, which means that there is a lot of freedom here to create all sorts of characters and stories, which I really like. Good job on that.

Welcome to the City of the Dead, an RPG set in the post cataclysm world, on the island of Metru Nui.

This is my only (minor) problem with this RPG. This idea is very similar to other RPGs entered in the current contest. HooL and Rust have the same basic premise but with different antagonists, while DW proposes a very similar war happening on Mata Nui. While your RPG is good at what it does, I would like to see a point of difference against other RPGs - something that makes it stand out as fresh and unique. Such things are difficult to create, but uniqueness is what gives an entry its spark (to me at least).Oh, and one more thing. What mask does Tridax wear? It was missing from the profile.This seems like a fun RPG to play, and I wish you the best of luck in the contest. :)

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So the Makuta conquer the universe and everyone flees to Metru Nui. The Makuta follow, and everybody fights them and each other to survive in the ruined city.

The Dark Hunter vs Makuta war is being waged right now, and in the process the makuta are land grabbing. they conquered stelt, and parts of the southern and northern continents. Tridax did not know that there were refugees, although he may have had suspicions. That was why before reinforcements arrived he had insufficient forces to withstand a large siege.

This is my only (minor) problem with this RPG. This idea is very similar to other RPGs entered in the current contest. HooL and Rust have the same basic premise but with different antagonists, while DW proposes a very similar war happening on Mata Nui. While your RPG is good at what it does, I would like to see a point of difference against other RPGs - something that makes it stand out as fresh and unique. Such things are difficult to create, but uniqueness is what gives an entry its spark (to me at least).

Okay:Rust:differences:1) Post cataclysm, not post Karda Nui.2) Not an Armageddon world.3) Organized soldiers are the main threat.4) There are organized factions, and not all of them are currently fighting for survival. In fact, if you pitted Stelt against the Brotherhood forces, you'd have a long, bloody war, although the brotherhood would probably win.5) Instead of simply having matoran and whatnot, this is a collection of several cultures, as well as the outcasts (There's gonig to be a lot of plot about the outcasts.)6) Visorak venom, not Kraata infection are the dangers.7) The goal is not to survive against impossible odds, but to wage and win a war (Believe me, the refugees combined are more powerful than Tridax's forces. Only problem, they're not combined.)DW is extremely essentially different. The first is, obviously, its set on Mata Nui. The second is that it's not an invasion of Brotherhood forces. It's an invasion of toa and OOMN forces. No visorak venom theme, and the entire feel and setup is different. Hardly any similarities with the exception of war between Brotherhood and other forces, which is an EXTREMELY common theme in stories and the like.So yeah, City of the dead is nicely apart in theme and setup, I would say.

Oh, and one more thing. What mask does Tridax wear? It was missing from the profile.

Snap, thought I forgot to put it in. I decided on mutation, as it's never said in the official story which he wore.

This seems like a fun RPG to play, and I wish you the best of luck in the contest. :)

Thank you very much. :)Lloyd; read my reply to Ihu. I think I'll edit the backstory a bit to make things clearer.And lol, I do that at times.Thanks for for the review, and expect this to be submitted in a few days.
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Well, I managed to complete my RPG rough draft. I think it looks pretty good, honestly, but I'm only one person. Thus, I present to the board -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`Toa Levacius Zehvor Presents,Waves of the SouthPreface Hello, my display name is Levacius. Again I am here with a preface before the RPG, just talking to you (as the reader) one-on-(#of_readers). Some of you may be familiar with me, others not so much. This is, I believe, my smallest RPG yet, coming under 6000 words. Less than half the size of Elementum-Nui, my pride and joy. This is an RPG that I hope will be mostly under the player’s control. Sure, lots of things will be up to the GameMaster, but that’s because NPCs are the more populous entities. But as far as how the story progresses – I hope to leave that up to you. Considering its smaller size, I believe it worth reading the entire thing through from beginning to end. And despite the size, I believe it answers all necessary questions, even if it leaves a few things up to player imagination, and opens up a few plot holes. I’ll probably thank a lot of people, but since this is just the Planning Topic, it’s not time for all of the thanking yet. With luck, my mind will be set by Contest 24, and I can unleash my creation upon the world. Even if the world is not ready for Formula 409.IntroductionThe Matoran Universe is filled with exotic lands and places of wonder, some traveled, but many unexplored. Yet no solid land, in any shape, has ever managed to overtake the sheer wonder of the crystal waved seas of liquid protodermis. It is here that our story shall be told.This story is not one of armored soldiers clashing on open fields, or stranded travelers struggling to trek through Kio of open ground. This is the tale of the Yheyn-Seas, and the events that happened there. It is the tale of daring heroes and manipulative villains competing in search of new lands and ancient treasures.Whether you are hero, villain, or fall in between, you are a part of this story. The Yheyn-Seas are open to you, and great treasures are there to be found. It’s up to you to find them – you, and others like you. There are many others besides just you who are willing to travel the waves of the south.{0} Table of Contents# Name{1} Gameplay{2} The World{3} Character

{1}

GAMEPLAY

OVERVIEW ~ RULES ~ CURRENT EVENTS

Waves of the South is a text-based RPG. It is controlled by the GameMaster – that’s me, and – and any Co-GameMasters that I appoint over the course of the RPG. Of course, the person who’s really important is you – the players!My job is a pretty simple one, really. In this RPG, I will not manifest my will into any PCs, but shall instead remain restricted to the following tasks, outside of obviously approving characters and punishing rule breakers –

  • [*]Controlling NPCs named on this page when PCs attempt to interact with them. This also applies to extremely powerful creatures or entities that appear (dragon in a volcano) and to the guardian at the final location of a treasure hunt.[*]Timekeeper. Once I feel enough events have transpired to warrant it, the time in the RPG will change. Everything starts off at dusk (6 PM). I will then post to indicate midnight (12 AM), dawn (6 AM), midday/noon (12 PM), and dusk once more. The cycle then continues.

Co-GameMasters have only the power to approve characters and to punish rule breakers. I will select up to two, dependant on how busy I am and how much I need them. Other powers will be given as needed. This is not a lifetime office – after one has served for enough time, you will be honorably discharged and awarded a new character slot. And you can, of course, retire. During your time in office, all punishments dealt to you will be doubled, and breaking a rule will result in immediate firing.RulesThe rules of the RPG are as follows –1. All BZPower Rules and RPG Forum Rules apply. Attempt proper grammar and spelling if possible – you won’t get punished for bad writing, but it’s easier for everyone when you use it.2. No godmodding. This means that, when in combat, you must be willing to accept lost. When your vessel is surrounded by four others, it’s time to accept defeat. This branches down into not doing anything overpowered, not auto-hitting anyone, and not bunnying (taking control of another players character without permission).3. Comedy and romance is to be limited. As a swashbuckling RPG populated by charming rogues, a little bit of romance is allowed – but only simple flirting. That’s it. Doing something humorous or cracking jokes is alright, but nothing ridiculous – throwing pies at people, for example.4. No posts made solely in OOC. That is why the Discussion Topics exist. Zero tolerance rule for this one.5. You have a say in how the story develops, but if I can see even one reason why your plan to murder the Governor of Yheyn is going to fail, I will exploit it. Make world-shattering plans as good as you can!Current Events(Any questions these Current Events may spark will be answered below.)* It is the 500th anniversary of the appointment of Governor Vamden, the ambassador of Yheyn to the Council of Twelve, to his position, having shed the honorary title of Count after the death of his predecessor, Count Gremost. He has appointed a new ambassador, who is currently off-island.* The clipper ship Star of the South and 5% of the profits has been promised to any group of adventurers willing to travel south in search of a new mining island, after Yheyn lost the claims to a number of ore rich isles to the north. The ship alone is worth a fortune, and is reputed to be the fastest in the Southern Islands.* Trade agreements between the Southern Alliance and Traders Guild are beginning to fall apart due to newly placed tariffs placed by Vamden.* The Vermillion Drake has become increasingly interested in the legendary Legion Scepter, a supposedly magical mace used by Count Gremost until the legendary thief Midnight stole it from him 300 years after the Justiciars fall. The Justiciars and Rebellion have both joined in on this hunt, though none of the three seem any closer than the other.* Word amongst the court has it that the Brotherhood of Makuta has sent a vessel south, and that their agent is currently docked in Ampora, only a weeks travel to the north.The current events will be updated as the RPG progresses in the Discussion topic.

{3}

THE WORLD

HISTORY ~ ATLAS ~ SPECIES ~ FACTIONS

HistoryIn the year 8,619 IA, the Southern Islands had long been deemed by the Barraki as fit only for stone rats. But in the South, a mostly unpopulated area with no way to defend against the League, many of the loosely connected lands feared the possibility of being conquered. It was decided that only an alliance could give them any hope. Thus, the Southern Alliance was formed, a confederation of twelve minor countries joined together to defend their homes.History shows that the League never even considered going south. The disbanding of the League did not end the Alliance after its nearly six thousand year existence, for the Islands had discovered only wealth and profit by trading, and found security under military protection.Of the twelve islands that composed the alliance, one of the smallest and most isolated was the Island-Country of Yheyn. This minor land is where our story is to be told. The current year is 3,692 AL. The Council of Twelve meets every year on the central island of Everok, home to Prime Minister Karn, to discuss international actions that must be taken and to negotiate trade agreements or land disputes. Yheyn, voiced and led by Governor Vamden, has remained static over the millennia.But with so much opportunity for adventure, how much longer could that last?* Imperial Age, the span of 14 Millennia in which the League of Six Kingdoms ruled. AL is thus After League, the time after its leaders were seemingly ripped out of the world. And Bionicle Legends is Before League, the time prior to the rise of the Barraki (which progress the opposite direction from the other two).AtlasNote: The canon map for the Southern Islands is not to be used in this RPG. This is the upper left (right on the map) leg of Mata-Nui as far as setting, with Yheyn the furthest south. There are twelve islands in this section, with Yheyn (about the size of West Virginia) being the smallest, and Everok (about the size of Utah) the largest. That’s not even counting the minor isles of the area, with hundreds of those capable of being found.The Southern Islands are known for their two chains, though very little exploration has been done. The Southern Alliance composes the entirety of the known eastern chain, and is formed by the islands (in order of size) Everok, Ampora, Wulfath, Riffia, Fanik, Nui-Vatur, Tiyark, Kigym, Ibrak, Aztara, Acirma, and finally Yheyn.This RPG is set in the Yheyn-Seas, the area directly around and including the Island-Country of Yheyn. Yheyn is a minor part of the Southern Alliance, the twelve country confederacy that composes the north-eastern area of the Southern Islands. Yheyn is the furthest to the south, a full week’s travel away from its closest neighbor, Ampora.The Island of Yheyn Yheyn lacks the environmental diversity of the greatest lands, but for its size, is the most diverse of the Southern Islands. The southernmost (and inhabited) area of Yheyn is a rich agricultural land, composed of rolling hills and flatlands. Much of the area is connected by canals, and the region is dotted by small villages. To the north is a vast jungle, and past that great mountain ranges. The majority of the island, that aside, is either barren wastes or heavily volcanic, with only a single, central forest called Karda-Vir and the lake contained within. The quickest way to transport oneself across Yheyn is the railroad, which was set up between Sakrinil and the area a couple dozen Kio south of Shimmering Palace (where it was considered unsightly to see).There are only two major locations on Yheyn of interest –Shimmering Palace – Shimmering Palace is the current seat of power on the island of Yheyn. The palace is composed of marvelous zoos and shining, marble buildings reflected by the shining water it rests near. The palace proper is home to Governor Vamden, and is staffed by over six dozen workers and nearly twice that many soldiers, many of whom are foreigners. Though only this central complex has a wall, the cities well positioned towers and twisting pattern of buildings makes it a maze to navigate.The Shimmering Palace is open for players to move about at their leisure, though causing any unwanted trouble could mean immediate arrest, or worse. Being allowed past the palace gates is a rare privilege, and speaking to the Governor himself is even harder. In most cases, one will speak to the castle steward, or the captain-of-the-guard with regards to defense or military matters.People of Interest – Governor Vamden (Toa of Air), Steward Onuks (Turaga of Fire), Captain-of-the-Guard Elain (Toa of Water), see FactionsSakrinil – The city of Sakrinil is the largest in the Yheyn-Seas, housing nearly fifteen thousand residents of assorted races. It doesn’t extend very far into the land, instead being spread out across a massive distance around the coast. The city is quite wealthy, even its lower class – it is only in a few areas of the city where true hovels may be found.The city was originally the seat of power on Yheyn thousands of years prior, before the construction of the Shimmering Palace. At its heart rests Castle Sakrinil, the home to Viscount Jovalik, the honorable ruler of city. Jovalik is an elderly Turaga, and was originally the mayor of a small town before being appointed to his current position by Vamden, the first Count (or Governor) to reside exclusively in the Shimmering Palace.While not common knowledge, those with a basic understanding of the city realize Jovalik is just a figurehead, and has been slowly falling out of touch with reality. It is the guildmasters that hold true power, and is often used as a scapegoat for any bad decisions made by Vamden.Sakrinil is completely open to the players. Its larger size and spread out guards make it easier to get away with crimes here, but causing major trouble is likely to result in trouble. It runs off of a currency system of widgets, but most prefer to barter.People of Interest – Viscount Jovalik (Turaga of Fire), Steward Tselkar (Ko-Matoran), Captain-of-the-Guard Morvalk (Toa of Iron), see Factions.The Yheyn-Seas Whilst Yheyn is part of the Yheyn-Seas, it has been isolated from the smaller islands due to having its own locations and its great size. The more important islands of the Yheyn-Seas that have been discovered are as follows –The Six Lights – These six highly volcanic islands can be found off the east coast of Yheyn. They are uninhabited by all but Rahi and highly dangerous.MoroniMoroni is the name given to a cluster of five islands to the south-east of Yheyn. The first island, almost twice as large as the other four combined, is a barren wasteland, with a single mountain known as Smugglers Peak jutting from it. Smugglers Peak is easily 400 Bio high, and has a base spanning Kio. It is the only island to show the work of previous civilizations, having great stone arches and ancient complexes built into it. The mountain receives its name for the fact that many criminals seeking refuge come to these complexes to hide.The first two smaller isles are coated by tropical forests, and also common places for criminals to hole up. The other two – one volcanic, one a rocky waste devoid of life – are rarely visited for their inhospitable environment.Effrah – Effrah is composed of a northern and southern mountain range with a loose, temperate forest squeezed in between them. There are no locations of interest here, save for the village of Port Green Peak, located on the coast of the southern mountain/forest border.Dajon – Dajon is mostly coated in a thick, verdant rainforest, with mountains on its western, eastern, southern, and central points. It is the newest island to be discovered and is still mostly unexplored. The only ‘civilization’ is a few scientific camps.Nibar – The island of Nibar has been dubbed the Serpents Isle for its shape, a great twisting ‘body’ ending with a ‘head’. Along the lower (southern) area of the ‘body’ is a mountain chain, which continues into the ‘body’s upper section along the ‘belly’. The upper portion is coated in rainforests. The ‘head’ is another of the Southern Islands volcanic regions. Nibar is uninhabited.Frumus – Frumus is the only island independent from Yheyn proper and the Southern Alliance as a whole, and has been so for the last 300 years. It is composed of a number of closely knit fishing and farming villages, the largest being Fisherman’s Rise, located on a seaside plateau. The diplomatic break-off guarantees peace and continued trade between Frumus and the mainland.As far as geography, Frumus is mostly flatland along the western and southern areas, and is famed for its massive, unexplained canyons. The small upper region of the island is forested, with a few mountains on the far, seaside edge. It is located west-south-west of Yheyn.Kantis – The final island is Kantis, located west and a little north of Shimmering Palace. It is the only ore rich island that Yheyn retains. The southern coast is mostly agricultural, to supply the miners, and the east coast a mountainous area. The remainder is barren wasteland, rich in ore but not much else – and the ore is running dry.Leaving the MapSimply put, you won’t be going north, east, or west. You can, but there is nothing further east or west, and there isn’t much of interest to the north until you reach the other Island-Countries – and a week’s travel in-game would be far too long to do in the RPG. And for those wondering, Yheyn continues off the map for another fifty, sixty miles of volcanoes, barrens, and mountains.The south, however, is open to be explored. This is encouraged! There’s still a lot of room to fill out on the map, and a lot more sea to cover.It is for this reason that the southern area of the map remains incomplete. What islands are down there are known, and only to me. But it’s dependant on where the players go that they will be found – and what finding them might cause.SpeciesThis details the common species of the Matoran Universe and their existence on Yheyn and the Yheyn-Seas.Matoran – The Matoran are the most populous species of Yheyn, and composing some eighty odd percent of the population. Most Matoran are workers – fishermen, smiths, millers, whatever – though, while most Matoran are soldiers, most soldiers are Matoran. They are the ones who are described as making the world run.Turaga – Turaga are the revered leaders of the Matoran. Turaga, for the most part, hold sedentary jobs such as priests, scribes, sages, librarians, or judges.Toa – Toa are the most powerful of the Matoran species, and act as the warriors and defenders. Most Toa are part of the Toa Council, and follow the Toa Code, or the Xankah Order, its more ‘moral’ counterpart. A few, however, choose neither organization. Many of these have gone rogue; some are powerful political figures. For NPCs, the first of these is the only alternative.Prime Species – There are two or six ‘prime species’ encountered on Yheyn. These are those of Carapar and Pridak. Those of Carapar’s are much wider and stand a head shorter than a Vortixx, with dark colors for armoring. Those of Pridak’s are of roughly Toa size, and either red or white. Neither race possesses natural powers, but can use Kanohi. Bickering has pushed the others out; those from which Ehlek hailed mysteriously vanished.Steltians – The species of Stelt are the third most common species, after the Matoran types and prime species. They come in many shapes and sizes – the Leader, Guard, and Slave types the most prominent – and are often associated with the crime in the city. The nature of the island keeps the war-like nature of the island from being transferred to Yheyn.Vortixx – The Vortixx are the most physically powerful of the species of Yheyn. There are very few of them on the island. Most are master businessman, artisans, or conmen – usually mixtures. The most advanced technology is that of the Vortixx, mostly based off of clockwork, though with steam becoming more common.Zyglak – A major problem on any mostly coastal area like Yheyn is the Zyglak. It is hard to determine where they come from, but it’s certain that they’re dangerous, and have many seaside caves across the smaller islands. They are the only species that the Toa Code permits the death of, but their unknown numbers and hiding places make this difficult.FactionsThere are a great many factions in this RPG at the beginning. Aligning yourself with a faction presents its own benefits, and its own problems. However, I do not encourage you to remain neutral – instead, join with other players and build up your own. If you are content with one of these factions, don’t let that stop you from joining with players in your organization.Primary FactionsSouthern Alliance – Any player in the game is under the control of the Southern Alliance. Even independent organizations or islands, such as Frumus, have their fate resting in the Alliances hands. This is the default faction, as it is the one everyone is technically under. If you mark this as your faction, you may change it at any time without fear of repercussions.Symbol – Black twelve-pointed star on teal background, twelve golden arrows firing straight from each star.Goals – The defense of the Southern Islands against all threats, within and without.Leaders – Governor Vamden, Viscount Jovalik, Ambassador Orgym (Onu-Matoran)Base – Shimmering PalaceAllied with Traders Guild, Coast Guard, Toa Council. Opposed to Justiciars, Vermillion Dragon, RebellionYheyn Traders Guild – Each country in the alliance has as Traders Guild; the largest and most populated can have two or three. The Traders Guild is the name given to the multiple merchants organizations. While with only limited power compared to the Southern Alliance as a whole, the Traders Guild holds the arguably greatest amount of power on the island, and great amounts of wealth.The Traders Guild works together to ensure that no business attempts to undercut others for their benefit. Those who attempt to set up shop without joining the Guild, following its rules, and paying its dues often run into unfortunate ‘accidents’ (though some resolutely refuse to be cowed). If you are part of the Traders Guild, you must own your own business (see below), and may join or create your own faction. However, you must remain part of the Traders Guild or lose your business.Symbol – Pile of silver and gold on a brown background.Goals – Successful and profitable trade for the merchants of Yheyn, both with its citizens and with external organizations.Leaders – Guildmistress Sarillia (Vortixx), numerous othersBase – SakrinilAllied with Southern AllianceSecondary FactionsYheyn Coast Guard – The largest military force of Yheyn are those who guard its coast line against Rahi (or worse). All without a criminal record are permitted to join.Symbol – A wave rising from a red sea, white sunGoals – Defense of the Yheyn coastline.Favored Alignment – Lawful NeutralLeader – Commander Redblade (Ta-Matoran)Base – Sakrinil, Port Wardens StoneAllied with Southern Alliance, Toa Council, Xankah Order. Opposed to Vermillion DragonToa Council – The Toa Council is an ancient order with chambers across the Matoran Universe. Originally, all Toa were forced to be part of it or go rogue, making them enemies of the Matoran Universe. The Toa Council believes in the Toa Code above anything, meaning that following that is more important than doing something for the greater good, such as killing. They are enemies to the Xankah Order, and one of the two factions that Toa may join.If a good enough reason is presented, the Toa Council may allow a member to fight for one of the other factions, doing as they see fit.Requirements – ToaSymbol – Unity, Duty, Destiny symbolGoals – Enforce the Toa Code; protect the security of the Universe.Favored Alignment – Lawful NeutralLeader – Toa Sorlan (Toa of Magnetism)Base – Sakrinil, Council ChambersAllied with Southern Alliance, Coast Guard. Opposed to Xankah Order (non-combat), Rogue ToaXankah Order – The Order formed long after the creation of the Toa Council, only a couple thousand years in the past. Created by the warrior Toa Precentus, it follows the words in The Role of the Toa, a report that accused the Toa Council of valuing their rules more than innocent lives. The Xankah Order very loosely follows the Toa Code, and allows the death of enemies – though only if they are a threat, and can be considered evil. Though smaller than the Toa Council, it has a large enough following on Yheyn to remain in place.They are one of the two factions that Toa may join, and oppose the Toa Council. Like the Council, they will ‘loan’ out members. The terms of the agreement are much more lenient, though the Order is more selective of whom their members work with.Requirements – ToaSymbol – Silver claymore over a light grey map of the Matoran Universe; light green backgroundGoals – Protect the Matoran at any cost; root out evil.Favored Alignment – Chaotic GoodLeader – Toa Pearaldra (Toa of Psionics)Base – Coast 25 Kio West of SakrinilAllied with Southern Alliance, Coast Guard. Opposed to Toa Council (non-combat), Rogue ToaGuild of Sages (NPC) – The Guild of Sages is composed of a number of Turaga. All seeking information about forbidden or forgotten lore may speak to the Sages, though often at a price.Goals – Learn everything.Base – Sakrinil (Great Library)The Vermillion Dragon – One of the largest criminal organizations is the Vermillion Dragon. Originally based in Sakrinil, it became dispersed after the death of its leader by the Coast Guard, and scattered across the smaller islands. They have many small bases across the islands, and are composed mostly of smugglers and other riff-raff. Over the years, they have managed to drive out other pirating groups or absorb them, granting the Dragon unsurpassed power over Yheyn’s underworld.Symbol – A vermillion Proto-Drake with glowing orange eyes over a purple background.Goals – Make a profit, and have fun doing it!Favored Alignment – Chaotic NeturalLeaders – Nuvinus (Steltian Leader), many othersBase – Largest is on Moroni (N. Jungle Isle, ruins), numerous others; all hiddenEnemies of Coast Guard, Southern AllianceYheyn Rebellion – A very small organization that started up within days of Vamden appointing himself Governor. The organization has sworn to “free Yheyn from the Alliance, and execute the spineless traitor who supports them.” Many members were miners from the islands to the north, sent away after Vamden yielded those rights to Ampora.Goals – Secede from the Southern Alliance, execute Vamden for treason.Favored Alignment – Chaotic NeutralLeaders – Eydarian (Prime Species [Pridak]), loosely connected othersBase – None, most members on FrumusEnemies of Southern AllianceJusticiars – The Justiciars were founded as an organization of judges who were charged with sentencing criminals. They became increasingly powerful and cruel around 3,100 Bionicle Legends, eventually sentencing the first count of Yheyn, Gauraur, to life in prison on unfair charges and declaring themselves rulers.The judges well paid armies were ousted by Gremost only two hundred years afterwards, and the Toa of Earth claimed the title of Count until his recent demise. Currently, Justiciars name has been adopted by a number of warriors who seek to reclaim power over Yheyn and establish order. Wild rumors claim that some judges have taken up the Justiciar cause, and are current collaborating with each other to take power.Symbol – Golden gavel in a golden ring on a white background, with script on the bottom translating to “Law- Order – Power”Goals – Secure power over Yheyn.Favored Alignment – Lawful NeutralLeader – High Justiciar Tavar (Prime Species [Carapar])Base – Overlook Courthouse (Nibar, mountain ruins) [Hidden]Enemies of Southern AllianceParties vs. Guilds vs. [PC] FactionsThe term ‘party’ when used in this RPG refers to a group of three or more PCs who are working together towards a common goal. It is the most commonly used term, as most players will become a component in a party at some point (it’s dangerous to go alone, sword or not). Adventuring parties do not collect NPC allies.The term ‘guild’ is the only official one. It is created when a group of at least three BZPower members, and at least five characters, come together and form their own group. Such a guild is extremely small, and holds little power, especially when compared to true guilds, such as the Traders Guild. To become a guild, players must submit the following form –

[b]Guild Name:[/b][b]Founders & Positions (Characters/Users):[/b][b]Members (Characters/Users):[/b][b]Emblem: [/b][b]Goals:[/b]
The guild may of course grow over time, and also attract attention.At fifteen characters, and at least five members, the guild may begin garnering attention from one or more major factions, who will ask/demand their allegiance as allies. Players may at this time determine a base of operations, and NPCs may begin coming to join with them.If a guild ever grows to twenty-five characters (and at least ten members), the number of NPCs attempting to join increases further. From henceforth, it is a Faction*. At this point, a base of operations is a necessity. Players may place the faction as a joinable, PC run faction. However, the faction will begin gaining more enemies.* It is still a guild. Faction is the meta-game term for it.
{3}

CHARACTER

~ TO CREATE ~ TO PLAY~

To CreateWhile I do not mind modifications if you deem them necessary, this character sheet fulfills all required functions in the RPG –

[b]Character Name:[/b][b]Gender & Species:[/b][b]Powers:[/b][b]Equipment:[/b][b]Appearance:[/b][b]Faction:[/b][b]Personality:[/b][b]Biography:[/b][code=auto:0]Character name is pretty self explanatory. It is, of course, your characters name. If s/he has a preferred alias, be it a codename or nickname, put that there.Gender and species are, again, self explanatory. Place both your characters gender and their species there. Keep in mind that the species list is [b]not[/b] the only species that you can play as. For gender, there exist males and females of all elements, but the ratio is usually nine to one in favor of the canon one.[b]Note:[/b] You can create custom species. Play as an intelligent Rahi if you feel like it! The power limit in this RPG is Toa, however, so keep that in mind.Powers is where you place any powers that your character has that aren’t derived from equipment. This includes any secondary abilities, or improved physical abilities.[b]Note: [/b]You can make up your characters powers if you want to. This isn’t the BZPRPG!Equipment is where all of your items go. Keep in mind with equipment that technology is limited – mostly steam and clockwork, though no steam powered sea vessels are used on Yheyn. There’s some pretty cool stuff being made, but in real world terms, anything after 1900, and a lot from before, isn’t going to be there. The creation of Kanohi masks is one of the most complex arts, though Kanoka are too rare a resource to waste on botched masks, and they are rarely made. Gunpowder is present, but used mostly for cannons, as handheld weapons using it were deemed inefficient. Natural resources, from Rahi and local flora, are commonly used.[b]Note:[/b] You can create your custom Kanohi, and ‘immoral’ ones are opened up for use to all Toa, as the Brotherhoods betrayal has yet to occur. Any unique or semi-unique masks are banned, or any I feel are too powerful.Keep in mind that heavy equipment is dangerous to use and hampers more than it helps when on board a sea vessel. As that is the most effective means to transport oneself between the islands, it’s safer to use lighter equipment.Appearance describes what your character looks like. A twenty word (or greater) description will work best, but if you have an MOC or sprite of your character, you can post that instead. The image must be clear enough to see and make out properly. If your character is a shapeshifter, or has an otherwise malleable form, simply provide the most common/favored/default form.Faction is your characters affiliation. You may place your character in any you wish, unless they are restricted for whatever reason. Alignment (see below) does not restrict you from a faction, but it can put you at odds with other members.Personality is how your character behaves. It is also here that you place your alignment. If you are not familiar with the Law/Chaos, Good/Evil alignment chart, look it up to figure out the one that best describes your character. You don’t need to be lengthy in your description, but can be.Biography, or history, is the final section. This is where you put your characters age and past. The bare minimum is fifty words, which is an incredibly small amount (the above paragraph is fifty-one).Keep this in mind – your characters are exceptional. They are the movers and shakers in the world, the ones that can actually make a difference. While outmatched by powerful entities and NPCs (such as many described on this page), they aren’t just normal NPCs. Of course, one person can only do so much. Fending off two Toa is regarded as an impossible task, without great advantages present.You may have [b]three (3)[/b] characters at the start, and have the potential to be rewarded for excellent roleplaying with an additional [b]one (1)[/b] character slot up to [b]twice[/b], for a maximum of [b]five[/b] [b](5) [/b]characters possible.[b]To Play[/b]When playing the RPG, you have to follow the rules as a player. If you don’t, you will be punished. As such –[b]First Offense – [/b]Warning! This is your only one – don’t keep it up.[b]Second Offense –[/b] You will receive a debilitating injury of some kind to your character.[b]Third Offense – [/b]One of your characters dies, and cannot be replaced.[b]Fourth Offense – [/b]All remaining characters die, somehow. You can make one more character, and try to get back in good graces, after a 48 hour ban. If not…[b]Fifth Offense – [/b]All characters gone forever. Get out of the RPG.Travelling takes time. Keep that in mind when you go island hopping – you will not immediately appear at your destination. Dajon, for example, is a day’s travel in-game from Sakrinil. Frumus, to the west, would take even longer; Kantis could take two and a half (though you would leave from Shimmering Palace in that case). During this time, don’t just be static. Plan with other characters on what your game-plan is. Have a little IC interaction. Try to toss somebody overboard after a heated debate. If there’s not any role-playing in an RPG, there are problems.On that note, what if most of the players are on long voyages at that type? Maybe a few are in the city, doing other things? In that case, they can ask for the GameMaster to ‘jump time’ if you will, which would be the vast majority (80%) of active players voting to advance everything a full day, or more, into the future.Then you come upon the problem of travelling. A ship needs a crew. Three or four characters together can pool enough money/goods/loans to purchase a small sea vessel, and a small number of NPCs to get it moving.In order to actually play the RPG, you need to fill out the character profile and place it in the Profiles topic. Once approved, you can begin playing in the main RPG topic, by placing posts in [b]IC[/b] and [b]OOC[/b]. Example –

[b]OOC: [/b]The OOC section is where you state something to other players, out of game (or ‘out of character’). For example, “We’re looking for members in our group!” No post should ever contain only OOC information. If you are addressing another player directly, send a PM. Otherwise, post it in the [b]Discussion [/b]topic instead.[b]IC: (Character Name / Location)[/b]This is where you describe what your character is doing. Preferably in third person limited. If you know something OOC, but your character wouldn’t know it, [b]do not[/b] meta-game (Lewa finds an ancient item. Suddenly, Pohatu knows where to find that ancient item, even though he never heard of it and was half the map away). You don’t need to format your IC posts heading as shown above – everybody does it differently.

It’s pretty simple, really.One last thing – an RPG wouldn’t be very fun without PVP being allowed. This RPG is not about the combat, however. Story interactions will involve role-playing, with lengthy discussion being possible. Lots of puzzles will be provided in search of ancient treasures (because what’s a swashbuckling RPG without treasure hunts?)With that said –[b]Thank You,[/b][b]Toa Levacius Zehvor[/b]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Anyways, that's what I managed to scrap together over the last week or so. Thoughts and comments?Believe it or not, there is such a thing as a review that has nothing good to say. But you don't want to get in trouble, so just send it as a PM. :P[b]EDIT: [/b]And the terrible formatting is because Microsoft Word has a lot more options than the post maker of BZP. Some things weren't transferred over and so on. Other things I was just too lazy to fix up.-Toa Levacius Zehvor :flagusa: Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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You say there's plenty of space on the map for exploring, so is this forthcoming or a metaphorical map since I couldn't see one in the draft?You might want to find a different measure of time than 'Before League' since BZP immediately lengthens the abbreviation of that into 'Bionicle Legends'. Call it Before Alliance maybe?Personally I'd put the rules and gameplay lower down (and keep Current Events to the discussion topic), just to let people actually read the RPG first :PA few questions on the prime species: What specific traits have they carried over from the Barraki? Carapar was always portrayed as being strong and heavily armoured, and Pridak's teeth could tear protosteel, how much of that are you saying is down to Pit mutagen? Do you really need all those factions? You've got one covering basically everything, it leaves little room for players to successfully make their own which you seem to wantI think my main criticism against Elementum-Nui was that it didn't really feel like a Bionicle RPG but I'm happy to say this one does capture that godd ol' vibe

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Yes, there was. I have a bad habit of making the map before the RPG. I haven't had time to upload it, sadly, as our only photo-copier doth sucketh greatly.I hadn't though of something like that happening, but I can easily fix that up with one of your ideas.Yeah, that could be moved down pretty easily. About the current events, I could make a note stating it would be moved to the Discussion topic in the event of winning. I thought it best to show what was going on at the moment.Ah, the prime species. If we go off of just what BS01 says, all of their powers as Barraki were gained after their mutations. It would be understandable to give thick armor to Carapars species, but I wasn't sure about Pridaks. I guess if Takadox had hypnosis, maybe he had some sort of Mask of Charisma effect? Again, the story never delves much into it. The only reason I thought to include them was the fact that the 'prime species' were created by Mata-Nui to be prevalent, and would still be at the time.I hadn't thought it a problem. I had hoped to show the diversity there in the world, but if you think it'll cut out on players ideas, what do you think I should do?Thank you,-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Under Pridak it says his shark-senses were caused by mutagen and were cured by Mata Nui but it doesn't say anything about his teeth. If Toa get elemental powers and Vortixx get (relatively) advanced tech, might be an idea to give them some sort of advantage of their ownYou have three factions all dedicated to preserving order, covering lawful good (Toa Council), lawful neutral (Xankah Order) and lawful evil (Justiciars) which seems a bit much given this is supposed to be the small island. I'd probably get rid of the Justiciars to give players a chance to fill that role and take up the mantle of Justiciars for themselves

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Perhaps I'll return Justiciars to an ancient, destroyed group. If players want to rebuild it, they can do that.About the teeth, my only issue is the idea that he's supposed to be a 'perfect physical specimen'. Perhaps something akin to the Glatorian, though I'd assume quite a bit larger and vastly improved physically. Considering that he refers to other, terrifying races living in such monstrous bodies with disdain, I just don't see him having huge shark teeth. :And even in that case, teeth are hardly a weapon of choice unless you're wrestling, unarmed, against somebody. If its in the interest of balance, that doesn't seem like a good choice.And it's the lawful neutral Toa Council and chaotic good Xankah Order (though that should be changed to neutral good, on second thought). In the case of the first, the majority of its members are more interested in ensuring the stability of the universe and upholding the code then protecting the Matoran by any means necessary.On that note, though, I should rewrite some of those sections. They're awful...-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Hi. I got a random idea today, and wanted to bounce it off you guys to see if I should write out the details and other stuff. ^_^ RealmsMain concept: 500 years after the recombining of Spherus Magna, some Agori discovered a bunker. Inside was a strange door covered in rainbow runes. When they opened it, they were sucked in through the door, which became to be known as the Portal of Beginnings. On the other side was a beautiful plain, with a few ruins scattered around. The Agori went back and found some scholars, and brought them through the Portal. After much study, the scholars determined they were in the place where the Great Beings had created the Matoran. This zone, called the Plain of the Great Beings, became a great city once more after 100 years. Then, 2 Toa, one of Fire, one of Water, found a small chest in the ruins. Inside were two trianglar crystals, on blue, one red. When the Toa grabbed the crystals, they could feel great power within them, and a strange pulling toward something else. When they followed them, the Toa found two more Portals, but with grey runes, and small slots, which looked like the crystals could fit in. Once placed, the crystals glowed, and red or blue spread through the door. The Toa found they could now open the Portals, and when they did, they found a ocean and volcano respectively. Then the Toa told the Turaga, and a call was issued to all explorers, to go into the newly dubbed Ocean and Volcano Realms and seek places to live, treasure and more Key Crystals. That's the basic concept, I haven't figured out much more than that yet. C&C very welcome.Zakaro

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They call me Zakaro. You should too.

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Sounds fairly interesting, although it seems that you don';t have only the basic premise here. We'll need some more story than 'here's a volcano and an ocean, go explore!'. :PNonetheless, it's a good premise, and it should be interesting seeing it as more than a premise.

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One Warrior Caste Perk idea:*Healer--enhanced proficiency in tending to and healing others-Shyyrn

"Let me realize that my past failures at follow-through are no indication of my future performance...

...They're just healthy little fires that are going to light up my resolve."

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Alright, since a few people have expressd intrest in seeing Realms more fleshed out, here's a more put together, actually has factions update. Realms Creak.... The guard looks up from his post. "If you want to go through, You'll have to find out about Rea-koro's history first. Go over the the library." When you draw near to the history unit, it activates and shows you a screen with 3 main buttons on it. One reads "Discovery," another "Unlocking," and the last "Other Info." You touch the "Discovery" button and text appears on the screen. It reads: Discovery4/27/499 A.R. (4 months, 27days, 499 years after Reformation.)Vetar's Log The group has come upon a small metal bunker. It seems very old, possibly even Pre-Shattering. When we entered, we were stunned to find what seemed to be a door, carved with golden runes, standing in the middle of a room. Nothing else seems as strange or exciting as the door, so we opened it. That was the beginning. Once open, the door began to suck us all in! We could do nothing, and were pulled through it by this powerful wind that only a Toa of Air could possibly recreate. As we fell through the door, we saw many strange colorsand shapes, all twisting around in a beautiful spinning way. And then we landed. The door slamed shut behind us with a blam and we were left in this strange new world. My friend, Potzok, wondered aloud "What is this place?" We were standing on a great plain, the seas of grasses only broken by ruins and streams. Way off in the distance, I could see what looked to be another door, like the one we had took there, but with grey runes. And beyond that was nothing but sky. And then Kota, a Ko-Matoran scholar, shouted: " I've found a tablet! And it's readable!" The whole group, me included, ran over to Kota and crowded around him, clamoring to hear what it said. Kota spoke: "It says... "Dear traveler or travelers, you have stumbled upon the Plain of the Great Beings, a place left by the Great Beings for you, the Matoran, Toa, Agroi, and Glatorian of Spherus Magna. We, the Great Beings, wish you to create a city here, one that will be called Rea-Koro, the village of the Realms. This is but one of the many Realms out there that we've left for you. The door you came through is called the Portal of New Beginnings, named after its ability to allow any Spherus Magna person to change themselves into a new form that they think would be more useful in the Realms. Now, go and create Rea-Koro!" Message ends. Go to next? Yes. No.Unlocking7/12/599 A.R. Turaga Potzok's Log It's hard to believe it's been 100 years or so since that group, me included, found the Portal of Beginnings and the Plain of the Great Beings. Since then, we all helped make Rea-Koro get started. I was turned into a Toa, many Glatorian helped too... Now Rea-Koro is big enough to be called Rea-Metru, but we are keeping its old name. Back to the reason at hand for creating this.... Two of the Toa in the city, Tazak and Gahixa, were exploring some of the old ruins around Rea-Koro when they found a red and blue trianglar crystals. When they grabbed them, they cold feel the power in the crystal and also a "pulling" in a certain direction. After speaking to me, I went with them to where they could feel the "pull" coming from. The blue crystal pulled Gahixa to one of the Portals on the edge of the Plain, near where it drops off into mist where none have returned from. All the Portals had grey runes, and were inactive. But this crystal, a Crystal of Unlocking, waas able to activate the Portal! Blue color spread through its runes, and a "Click" was heard as it unlocked. Taking a deep breath, Gahixa opened the Portal. Unlike the Portal of New Beginnings, which pulled you in, this was like walking through a door. On the other side was a awe-inspiring ocean, so large you could only see a few other islands in the distance. The one the Portal was on was very small, basically sand and a dock. We the went back and did the same for the red Crystal of Unlocking, which opened into a volcanic region. What a find!Other InfoLocations: Plain of the Great Beings: This is a huge plain of grass and ruins. Rea-Koro is near its center, the Portal of New Beginning is in the center of Rea-Koro. There are 4 inactive Portals on the edges, and the Ocean Portal is in the south. The Volcano Portal is in the East.Ocean Realm: Its Portal back to the Plains is near the south-east, near Ga-Rea, the new village of water that's sprung up. There are about 10 islands total that have been discovered.Volcano Realm: The Plains Portal is in the east, near the drop-off. Ta-Matoran and Toa are searching for a good place to put Ta-Rea. Many have noted a strange structure near the summit of the volcano, which has been named after Tahu. Factions: Following of Potzok: Their top people are made up of the first explorers and founders of Rea-Koro. Most people are part of this faction, which follows the Toa Code and in control of the Portals. Disruptors: These beings hate the Portals and try to destroy or control them as much as the Disruptors can. They have many spies inside the Following. Fist of Skrall: Made up of mainly Skrall, they are your "fists for hire." They send out many explorers and scouts looking for treasure in the new Realms.C&C welcome!Zakaro

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They call me Zakaro. You should too.

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The guard looks up from his post. "If you want to go through, You'll have to find out about Rea-koro's history first. Go over the the library." When you draw near to the history unit, it activates and shows you a screen with 3 main buttons on it. One reads "Discovery," another "Unlocking," and the last "Other Info." You touch the "Discovery" button and text appears on the screen. It reads:

Honestly, I think this could do with better wording. And honestly, this is actually not quite necessary, as you could go straight into the second part without this.

The group has come upon a small metal bunker. It seems very old, possibly even Pre-Shattering. When we entered, we were stunned to find what seemed to be a door, carved with golden runes, standing in the middle of a room. Nothing else seems as strange or exciting as the door, so we opened it. That was the beginning. Once open, the door began to suck us all in! We could do nothing, and were pulled through it by this powerful wind that only a Toa of Air could possibly recreate. As we fell through the door, we saw many strange colorsand shapes, all twisting around in a beautiful spinning way. And then we landed. The door slamed shut behind us with a blam and we were left in this strange new world. My friend, Potzok, wondered aloud "What is this place?" We were standing on a great plain, the seas of grasses only broken by ruins and streams. Way off in the distance, I could see what looked to be another door, like the one we had took there, but with grey runes. And beyond that was nothing but sky. And then Kota, a Ko-Matoran scholar, shouted: " I've found a tablet! And it's readable!" The whole group, me included, ran over to Kota and crowded around him, clamoring to hear what it said. Kota spoke: "It says... "Dear traveler or travelers, you have stumbled upon the Plain of the Great Beings, a place left by the Great Beings for you, the Matoran, Toa, Agroi, and Glatorian of Spherus Magna. We, the Great Beings, wish you to create a city here, one that will be called Rea-Koro, the village of the Realms. This is but one of the many Realms out there that we've left for you. The door you came through is called the Portal of New Beginnings, named after its ability to allow any Spherus Magna person to change themselves into a new form that they think would be more useful in the Realms. Now, go and create Rea-Koro!"

The first needs a space, the second a comma. Next, I think I'll reiterate a criticism lately used against my own RPG; the intro really isn't catching. It's a bit... boring. Honestly, it could do with some rewriting. nonetheless, it's a good concept you have, it just needs better packaging. Aaand, due to time restraints, I'm going to have to cut this short, and continue later.
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Comments and responses.-Toa Levacius Zehvor :flagusa:

Alright, since a few people have expressd intrest in seeing Realms more fleshed out, here's a more put together, actually has factions update. Well not me! Nah, just kidding. Let's see what you rolled up for us today.Realms Creak.... The guard looks up from his post. "If you want to go through, You'll have to find out about Rea-koro's history first. Go over the the library." When you draw near to the history unit, it activates and shows you a screen with 3 main buttons on it. One reads "Discovery," another "Unlocking," and the last "Other Info." You touch the "Discovery" button and text appears on the screen. It reads: Is this second person? I think so. It's not first or third person. Huh. My English teachers keep telling me it doesn't really exist. Well they were wrong. All of them were wrong!Discovery4/27/499 A.R. (4 months, 27days, 499 years after Reformation.)Vetar's Log The group has come upon a small metal bunker. It seems very old, possibly even Pre-Shattering. When we entered, we were stunned to find what seemed to be a door, carved with golden runes, standing in the middle of a room. Nothing else seems as strange or exciting as the door, so we opened it. That was the beginning. Once open, the door began to suck us all in! We could do nothing, and were pulled through it by this powerful wind that only a Toa of Air could possibly recreate. As we fell through the door, we saw many strange colorsand shapes, all twisting around in a beautiful spinning way. And then we landed. The door slamed shut behind us with a blam and we were left in this strange new world. My friend, Potzok, wondered aloud "What is this place?" We were standing on a great plain, the seas of grasses only broken by ruins and streams. Way off in the distance, I could see what looked to be another door, like the one we had took there, but with grey runes. And beyond that was nothing but sky. And then Kota, a Ko-Matoran scholar, shouted: " I've found a tablet! And it's readable!" The whole group, me included, ran over to Kota and crowded around him, clamoring to hear what it said. Kota spoke: "It says... "Dear traveler or travelers, you have stumbled upon the Plain of the Great Beings, a place left by the Great Beings for you, the Matoran, Toa, Agroi, and Glatorian of Spherus Magna. We, the Great Beings, wish you to create a city here, one that will be called Rea-Koro, the village of the Realms. This is but one of the many Realms out there that we've left for you. The door you came through is called the Portal of New Beginnings, named after its ability to allow any Spherus Magna person to change themselves into a new form that they think would be more useful in the Realms. Now, go and create Rea-Koro!" I don't believe a word of it. I deny it. If this goes to the RPG, and it wins, I will create a character named Todd-hu. Or Todd-wa. And he will doubt the entire thing. Just because it's interesting.But yeah. A bit boring. Especially in log form. If anything, I would quote the text, after it was rewritten, and place it as the heading of a section in the RPG. But that's just my opinion.Message ends. Go to next? Yes. No.Unlocking7/12/599 A.R. Turaga Potzok's Log It's hard to believe it's been 100 years or so since that group, me included, found the Portal of Beginnings and the Plain of the Great Beings. Since then, we all helped make Rea-Koro get started. I was turned into a Toa, many Glatorian helped too... Now Rea-Koro is big enough to be called Rea-Metru, but we are keeping its old name. Back to the reason at hand for creating this.... Two of the Toa in the city, Tazak and Gahixa, were exploring some of the old ruins around Rea-Koro when they found a red and blue trianglar crystals. When they grabbed them, they cold feel the power in the crystal and also a "pulling" in a certain direction. After speaking to me, I went with them to where they could feel the "pull" coming from. The blue crystal pulled Gahixa to one of the Portals on the edge of the Plain, near where it drops off into mist where none have returned from. All the Portals had grey runes, and were inactive. But this crystal, a Crystal of Unlocking, waas able to activate the Portal! Blue color spread through its runes, and a "Click" was heard as it unlocked. Taking a deep breath, Gahixa opened the Portal. Unlike the Portal of New Beginnings, which pulled you in, this was like walking through a door. On the other side was a awe-inspiring ocean, so large you could only see a few other islands in the distance. The one the Portal was on was very small, basically sand and a dock. We the went back and did the same for the red Crystal of Unlocking, which opened into a volcanic region. What a find!Elemental themed regions are a dime a dozen, but we love them anyways. Also, just want to point something out now - plain is a reference to just a normal plain, or to something that is plain. What you're looking for is plane, which is used when referring to dimensions or 'planes of existence'. Also Geometry.Other InfoLocations: Plain of the Great Beings: This is a huge plain of grass and ruins. Rea-Koro is near its center, the Portal of New Beginning is in the center of Rea-Koro. There are 4 inactive Portals on the edges (I call an underground area, a mountainous area covered in ice, a forest, and a canyon region. Just letting you know), and the Ocean Portal is in the south. The Volcano Portal is in the East.Ocean Realm: Its Portal back to the Plains is near the south-east, near Ga-Rea, the new village of water that's sprung up. There are about 10 islands total that have been discovered.Volcano Realm: The Plains Portal is in the east, near the drop-off. Ta-Matoran and Toa are searching for a good place to put Ta-Rea. Many have noted a strange structure near the summit of the volcano, which has been named after Tahu. Factions: Following of Potzok: Their top people are made up of the first explorers and founders of Rea-Koro. Most people are part of this faction, which follows the Toa Code and in control of the Portals. Disruptors: These beings hate the Portals and try to destroy or control them as much as the Disruptors can. They have many spies inside the Following. Fist of Skrall: Made up of mainly Skrall, they are your "fists for hire." They send out many explorers and scouts looking for treasure in the new Realms.This is a lot like my time travel proposition, if a bit less complicated, and more on the side of magic than 'the universe is crumbling around us'. Finaly verdict - it's got too little made for me to judge it properly, and you could use a few more areas. Or at least make the realms a bit more exciting than fire and water. Perhaps even describe Rea-Koro a little better. Anyways, just work on it a bit more... and don't use Comic Sans. Just don't. Ever.C&C welcome!Zakaro

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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I have two potential ideas for RPGs so thought I'd come here to see which has the more interest.The first is one I've been pondering for while, and is a strategic RPG based around the original conquest of the Visorak. The League of Six Kingdoms has been defeated but the remnants of their armies are still reaving and raiding around the world and the Brotherhood of Makuta doesn't have the manpower to put a stop to it. Miserix decides that, to bolster their forces, they should try and recruit these 'Visorak' things Chirox created and puts Gorast on the job. The RPG would begin with the Brotherhood in control of the Vohtarak, but the other five 'hives' free for players to try and seize either as fee agents or for the Brotherhood. Take control of the one of the hives and you get an army at your disposal to try and conquer the various areas of the island (each of which bring their own advantages), but sacrifice your usual PC immunity in return. Your new position of power has made you a target, and more vulnerable than before.The second is something I've tried before in Run For Your Life, with more linearity to it. Instead of planting your player in a wide world you can explore, you're part of a group and that group has a specific goal. Currently I've got Bara Magna in mind, where the group is a caravan train running from Tesara to Vulcanus. As players you decide what route the caravan might take (do you cut straight through the Dunes of Treason and risk dehydration or stick close to the Skrall River and risk Bone Hunters?), help defend it should it be attacked, scout ahead, or turn traitor and start embezzling supplies for yourself.Which of these would people like to see more of?

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The second one appeals to me much more TPTI, as it seems that it would encourage some interesting teamwork/planning scenarios. Players that act too recklessly and endanger the rest of the group might be ostracized and exiled from the group. Players that act responsibly and intelligently will be treated with more respect by other players and might informally assume leadership roles. Rather than people just being promoted/demoted at the whim of a GM. There'd be a realistic bent to it.

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I just had an idea. We all know about the Mountain of Xia. Well, what if it never stopped growing, and engulfed the whole island, and could potentially fill that entire dome, ultimately weakening and killing Mata Nui. Like a tumor, I guess. The purpose of the RP would to be able to find a way inside the Mountain and kill it. At the same time, it has begun spawning sentient rock creatures to protect itself.

Edited by Crogenitor Evex
They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.

 

The Grineer, with their vast armies, are spreading throughout the solar system. A call echoes across the stars summoning the Tenno to an ancient place. They summon you. 

 

Allow the Lotus to guide you. She has rescued you from your cryostasis chamber and given you a chance to survive. The Grineer will find you; you must be prepared. The Lotus will teach you the ways of the Warframes and the secrets to unlocking their powers.

 

Come Tenno, you must join the war.

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It's a good idea! One suggestion:The players should start within the Mountain, trapped within "folds" where the Mountain cannot consume them. Different factions can be people with different ideas of how to deal with the problem (Blowing it up with explosives, potentially bringing down the dome; poisoning it; simply tunnelling out and fleeing, etc). And, of course, the one weird faction that ends up worshipping the Mountain. -Shyyrn

"Let me realize that my past failures at follow-through are no indication of my future performance...

...They're just healthy little fires that are going to light up my resolve."

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@ TPTI; My heart yearns for the greater openness of the first, but the great landmasses it would span torment my sense of time in-game. The second one kind of reminds me of a major side quest from Early Days. I didn't participate in it myself, but I remember other players escorting a caravan through Mushroom Forest. Since that seemed like it went well, I think I might like to see it on a big scale. So number two.@ Crogenitor Evex; Only if you go into detail and describe the biology behind the rock and each one of its specialized minions... that's a joke. It could work, and I could see Shyyrns idea being the end result. Might want to work on some sort of 'rush', like the worshiping faction Shyyrn brings up figuring out how to grow the mountain or something. Add a sense of urgency to it.Oh, and you should have little tiny rock creatures get infested inside of people and turn them into half rock, half people things. That's also a joke.Huh. If Rust wins, I'm going to have a Kraata worshiper.-Toa Levacius Zehvor :flagusa:~~~~~In other news, I believe I finished up with the remodel of Waves of the South. Version 1.1 - not rewritten perfectly, but the information is all there (I hope).Toa Levacius Zehvor Presents,Waves of the SouthIntroductionThe Matoran Universe is filled with exotic lands and places of wonder, some traveled, but many unexplored. Yet no solid land, in any shape, has ever managed to overtake the sheer wonder of the crystal waved seas of liquid protodermis. It is here that our story shall be told.This story is not one of armored soldiers clashing on open fields, or stranded travelers struggling to trek through Kio of open ground. This is the tale of the Yheyn-Seas, and the events that happened there. It is the tale of daring heroes and manipulative villains competing in search of new lands and ancient treasures.Whether you are hero, villain, or fall in between, you are a part of this story. The Yheyn-Seas are open to you, and great treasures are there to be found. It’s up to you to find them – you, and others like you. There are many others besides just you who are willing to travel the waves of the south.HistoryThe follow is a detailed history of Yheyn –It was the year 4,318 PL that Matoran civilization first came to Yheyn. Gauraur was placed as the first Count of Yheyn, ruling the people with the aid of the Justiciars, the judges in charge of dealing with criminals. Peace remained until the year 3,100 PL, when the increasingly cruel organization finally sentenced Gauraur to life in prison, and took full power openly.And so it remained for 200 years, until Gremost, one of the first Toa in the south, stood up to the order in the name of the Toa Council and quickly overpowered their superior armies. His reward was swiftly claimed – he was made the Count of Yheyn. The Toa of Earth erected the great Castle Sakrinil after many centuries of effort. The millennia passed until the year 8,619 IA, with most of the Matoran Universe having been conquered by the Barraki. Fear of the great warlords led to the rulers of the Southern Islands fearing for their own, weak homelands safety. On the sixth month of that year, the leaders of the twelve major countries in the south-eastern islands met on the island of Everok, and discussed an Alliance.Thus was formed the Southern Alliance, a confederation of twelve minor countries, joined together to defend their homes. While history would never show the League even considering going south, it would show the continuation of the Alliance long after those six millennia – only wealth and fortune had been found by their trading, and security under the combined militaries.Yheyn was both the smallest and most isolated of these Island-Countries After many annual visits to Everok, the meetings of the countries leaders known as the Council of Twelve, Gremost rose Vamden, a foreigner, to the position of Ambassador, and declared him as his eventual successor. During that time, he began the construction of Shimmering Palace – a show more than a true home.It is the year 3,692 AL in the Island-Country of Yheyn, and the citizens mourn the five hundredth anniversary of Gremost’s death. Vamden controls the country now, not as Count, but as Governor, with a Turaga named Jovalik appointed as viscount of Sakrinil. He himself sits within the Shimmering Palace.Despite these changes, Yheyn has remained quite static over the millennia. But with so much opportunity for adventure, how much longer could that last? * Imperial Age is the span of 14 Millennia in which the League of Six Kingdoms ruled. AL is After League, the time after its leaders were seemingly ripped out of the world. PL is Pre-League, the time prior to the rise of the Barraki (which progress the opposite direction from the other two).Atlas

Note from GameMaster: This RPG does not employ the canon Southern Islands map. It is located in the upper right (south-east) leg of the Mata-Nui robot, with Yheyn being the furthest south. There are twelve large islands in the section – ranging from Yheyn (about the size of West Virginia) to Everok (about the size of Utah). There are hundred of minor isles dotting the area as well.

The Southern Alliance controls the entire eastern chain of the Southern Islands – or at least, all known islands. The islands composing it are (in order of size) Everok, Ampora, Wulfath, Riffia, Fanik, Nui-Vatur, Tiyark, Kigym, Ibrak, Aztara, Acirma, and finally Yheyn.This RPG is set in the Yheyn-Seas – the area directly around and including the Island-Country of Yheyn. Yheyn is only a minor part of the Alliance, due in part to its small size and population, but also its isolation. At the speed of a standard transport ship, it takes a full week to reach Yheyn from its closest neighbor, Ampora.yheynmapnormal.pngFor the original, full size map, click here. It is much larger, and even with a fast internet connection could take some time to load.The Island of Yheyn Yheyn may not have the most environmental regions in the Alliance, but the number of regions is quite impressive for its size. The southernmost, and inhabited, area of Yheyn is rich agricultural land, composed of rolling hills and fields. Much of the area is connected by canals or railroads, and small settlements dot the landscape. To the north is a vast jungle, followed by deserts, badlands, and mountains. The worst regions are even volcanic. The only hospitable area is the central forest of Karda-Vir and the lake found within. The railroads are considered an eyesore – a necessary one, yes, but unpleasant to view nonetheless. Many emerge from Sakrinil, but none are found within a couple dozen Kio of Shimmering Palace. They are relatively new constructions, and prone to malfunctions.There are only two major locations on Yheyn of interest –Shimmering Palace – Shimmering Palace is the current seat of power on the island of Yheyn. The palace is composed of marvelous zoos and shining, marble buildings reflected by the shining water it rests near. The palace proper is home to Governor Vamden, and is staffed by over six dozen workers and nearly twice that many soldiers, many of whom are foreigners. Though only this central complex has a wall, the cities well positioned towers and twisting pattern of buildings add to its defensibility.The Shimmering Palace is open for players to move about at their leisure, though causing any unwanted trouble could mean immediate arrest, or worse. Being allowed past the palace gates is a rare privilege, and speaking to the Governor himself is even harder. In most cases, one will speak to the castle steward, or the captain-of-the-guard with regards to defense or military matters. People of Interest – Governor Vamden (Toa of Air), Steward Onuks (Turaga of Fire), Captain-of-the-Guard Elain (Toa of Water), see FactionsSakrinil – The city of Sakrinil is the largest in the Yheyn-Seas, housing nearly fifteen thousand residents of assorted races. It doesn’t extend very far into the land, instead being spread out across a massive distance around the coast. The city is quite wealthy, and even its lower class are considered better off than in most feudal societies. Still, there’s always a lower rung, and a few areas of the city are no more than hovels.Sakrinil has been the seat of power in Yheyn since the Justiciars fall, and the construction of Castle Sakrinil. Now, with the construction of the Shimmering Palace, that significance is gone. Within Castle Sakrinil resides the honorable ruler of the city, Viscount Jovalik, an elderly Turaga who was previously the major of a small village before being appointed in his current position by Governor Vamden.While not common knowledge, those with a basic understanding of the city realize Jovalik is just a figurehead, and has been slowly falling out of touch with reality. It is the guildmasters that hold true power, and is often used as a scapegoat for any bad decisions made by Vamden.Recently, upper class members have begun referring to Jovalik as a puppet. After a few failed assassination attempts, he began slowly falling out of touch with reality, becoming little more than a figurehead – it is the guildmasters that hold the true power in the city. Sakrinil is completely open to the players. Its larger size and spread out guards make it easier to get away with crimes here, but causing major trouble is likely to result in trouble. It runs off of a currency system of widgets, though this is only used for international trading.People of Interest – Viscount Jovalik (Turaga of Fire), Steward Tselkar (Ko-Matoran), Captain-of-the-Guard Morvalk (Toa of Iron), see Factions.The Yheyn-Seas Whilst Yheyn is part of the Yheyn-Seas, it has been isolated from the smaller islands due to having its own locations and its great size. The more important islands of the Yheyn-Seas that have been discovered are as follows –The Six Lights – These six highly volcanic islands can be found off the east coast of Yheyn. They are inhabited only by Rahi.Moroni Moroni is a cluster of five islands to the south-east of Yheyn. The first, almost twice as large as the other four combined, is a barren wasteland, with a single mountain known as Smugglers Peak jutting out from it. Smugglers Peak is easily 400 Bio high, with a Kio spanning base. It receives its name from the many criminals inhabiting its ancient ruins – these huge stone fortresses and archways are the only signs of civilization prior to that of Yheyn.The first two smaller isles are coated by tropical forests, and also common places for criminals to hole up. The other two – one volcanic, one a rocky waste devoid of life – are rarely visited.Effrah – Effrah is composed of a northern and southern mountain range with a loose, temperate forest squeezed in between them. There are no locations of interest here, save for the village of Port Green Peak, located on the coast of the southern mountain/forest border.Dajon – Dajon is mostly coated in a thick, verdant rainforest, with mountains on its western, eastern, southern, and central points. It is the newest island to be discovered and is still mostly unexplored. The only ‘civilization’ is a few scientific camps.Nibar – The island of Nibar has been dubbed the Serpents Isle for its shape, a great twisting ‘body’ ending with a ‘head’. Along the lower (southern) area of the ‘body’ is a mountain chain, which continues into the ‘body’s upper section along the ‘belly’. The upper portion is coated in rainforests. The ‘head’ is another of the Southern Islands volcanic regions. Nibar is uninhabited, but was not always – Overlook Courthouse, ancient base of the Justiciars, is hidden amongst the coastal mountains.Frumus – Frumus is the only island independent from Yheyn proper and the Southern Alliance as a whole, and has been so for the last 300 years. It is composed of a number of closely knit fishing and farming villages, the largest being Fisherman’s Rise, located on a seaside plateau. The diplomatic break-off guarantees peace and continued trade between Frumus and the mainland.As far as geography, Frumus is mostly flatland along the western and southern areas, and is famed for its massive, unexplained canyons. The small upper region of the island is forested, with a few mountains on the far, seaside edge. It is located west-south-west of Yheyn.Kantis – The final island is Kantis, located west and a little north of Shimmering Palace. It is the only ore rich island that Yheyn retains. The southern coast is mostly agricultural, to supply the miners, and the east coast a mountainous area. The remainder is barren wasteland, rich in ore but not much else – though the ore is running dry.Leaving the MapSimply put, you won’t be going north, east, or west. You can, but there is nothing further east or west, and there isn’t much of interest to the north until you reach the other Island-Countries – and a week’s travel in-game would be far too long to do in the RPG. And for those wondering, Yheyn continues off the map for another fifty, sixty miles of volcanoes, barrens, and mountains.The south, however, is open to be explored. This is encouraged! There’s still a lot of room to fill out on the map, and a lot more sea to cover.It is for this reason that the southern area of the map remains incomplete. What islands are down there are known, and only to me. But it’s dependant on where the players go that they will be found – and what finding them might cause.SpeciesThis details the common species of the Matoran Universe and their existence on Yheyn and the Yheyn-Seas.Matoran – The Matoran are the most populous species of Yheyn, and composing some eighty odd percent of the population. Most Matoran are workers – fishermen, smiths, millers, whatever – though, while most Matoran are soldiers, most soldiers are Matoran. They are the ones who are described as making the world run. Turaga – Turaga are the revered leaders of the Matoran. Turaga, for the most part, hold sedentary jobs such as priests, scribes, sages, librarians, or judges.Toa – Toa are the most powerful of the Matoran species, and act as the warriors and defenders. Most Toa are part of the Toa Council, and follow the Toa Code, or the Xankah Order, which favors the greater good over its cost. A few, however, choose neither organization. Many of these have gone rogue; some are powerful political figures. For PCs, the first of these is the only alternative.Prime Species – There are two or six ‘prime species’ encountered on Yheyn. These are those of Carapar and Pridak. Those of Carapar’s are much wider and stand a head shorter than a Vortixx, with dark colors for armoring. They have thick armoring and are both incredibly strong and tough. Those of Pridak’s are of roughly Toa size, and usually either red or white with a secondary color. They are much more physically adept than any Toa. Both can use Kanohi mask powers. Bickering has pushed the other Prime Species out; those from which Ehlek hailed mysteriously vanished.Steltians – The species of Stelt are the third most common species, after the Matoran types and prime species. They come in many shapes and sizes – the Leader, Guard, and Slave types the most prominent – and are often associated with the crime in the city. The war-like nature of these species is kept in check by the Toa Council and city guards, and many are more concerned with material possession than battle. Vortixx – The Vortixx are the most physically powerful of the species of Yheyn. There are very few of them on the island. Most are master businessman, artisans, or conmen – usually mixtures. The most advanced technology is that of the Vortixx, mostly based off of clockwork. Recent inventors have turned to using steam.Zyglak – A major problem on any mostly coastal area like Yheyn is the Zyglak. Their numbers are unknown; their hiding places impossible to find. Unlike Rahi, the barbaric but cunning species keeps a step ahead of its adversaries. The Toa Council has deemed lethal force necessary for them. FactionsThere are a great many factions in this RPG at the beginning. Aligning yourself with a faction presents its own benefits, and its own problems. If you don’t like the ones presented, I encourage you not to remain neutral – instead, join with other players and build up your own!That marked as a ‘Current Event’ will be removed and placed in the Discussion topic if this RPG ever wins.Primary FactionsSouthern Alliance – Any character in the RPG lives under the control of the Southern Alliance. Even independent organizations or islands, such as Frumus, have their fate resting in the Alliances hands. It is also the largest and by far most powerful faction. If you mark this as your faction, you may change it at any time.Vamden is currently dealing with the fallout of sacrificing claims to a number of ore rich isles to the north. Being forced to pay for off-island supplies, and thus be subjected to tariffs, has made the Traders Guild (see below) testy. The clipper ship Star of the South, along with 5% of the profits, has thus been promised to any willing to travel south in search of new mining land. [Current Event]There are reports also that the Brotherhood of Makuta has sent a vessel south, and that their agent is currently docked in Ampora. [Current Event] Symbol – Black twelve-pointed star on teal background, twelve golden arrows firing straight from each star.Goals – The defense of the Southern Islands against all threats, within and without.Leaders – Governor Vamden, Viscount Jovalik, Ambassador Orgym (Onu-Matoran) [away from island]Base – Shimmering PalaceAllied with Traders Guild, Coast Guard, Toa Council Opposed to Vermillion Dragon, RebellionYheyn Traders Guild – Each country in the alliance has a Traders Guild; the largest and most populated can have two or three. Guilds form the basis of society in the Alliance, and the Traders Guilds are the most important of all. It is composed of multiple smaller guilds and merchant organizations. While limited on power to the Southern Alliance as whole, the Traders Guild almost certainly controls all wealth on its island.The Traders Guild was created to keep businesses from being more successful than each other. Those who set up shop under the Guild can look forward to being successful as long as they pay its dues and follow its rules. But those who refuse to do so often run into ‘accidents’. Some still remain resolute, and operate successfully in the city. If you are part of the Traders Guild, you must own your own business, but may also join another faction or create your own.Symbol – Pile of silver and gold on a brown background.Goals – Successful and profitable trade for the merchants of Yheyn, both with its citizens and with external organizations.Leaders – Guildmistress Sarillia (Vortixx), numerous othersBase – SakrinilAllied with Southern AllianceSecondary FactionsYheyn Coast Guard – The largest military force of Yheyn are those who guard its coast line against Rahi (or worse). All without a criminal record are permitted to join.Symbol – A wave rising from a red sea, white sunGoals – Defense of the Yheyn coastline.Leader – Commander V. Redblade (Ta-Matoran)Base – Sakrinil, Port Wardens StoneAllied with Southern Alliance, Toa Council, Xankah Order Opposed to Vermillion DragonToa Council – The Toa Council is the oldest order of Toa, and has chambers across the Matoran Universe. The one on Yheyn is one of the oldest, and only those on Everok and Nui-Vatur beat it in the Southern Islands. In the ancient past, Toa were forced to join it, or be considered rogue and imprisoned. Members must follow the Toa Code to the letter, or else risk punishment. Disagreements on this led to the creation of the Xankah Order. If a good enough reason is presented, the Toa Council may allow a member to fight for one of the other factions, doing as they see fit.Requirements – ToaSymbol – Unity, Duty, Destiny symbolGoals – Enforce the Toa Code; protect the security of the Universe.Leader – Toa Sorlan (Toa of Magnetism)Base – Sakrinil, Council ChambersAllied with Southern Alliance, Coast Guard Opposed to Xankah Order (non-combat), Rogue ToaXankah Order – The Order formed long after the Toa Councils conception, only a few thousand years ago. It was created by warrior Toa Precentus, who hailed from Yheyn as a Matoran. It follows the words of The Role of the Toa, a report accusing the Toa Council of value rules more than lives. It only loosely follows the Toa Code, allowing enemies to be slain if it means saving innocent lives. Though Precentus has long since left Yheyn, his presence allowed the Order to grow large enough on Yheyn that the Toa Council cannot risk open war on them.Like the Council, they will ‘loan’ out members. While the terms of the agreement are usually more lenient, though the Order is more selective of whom their members work with.Requirements – ToaSymbol – Silver claymore over a light grey map of the Matoran Universe; light green background Goals – Protect the Matoran at any cost; root out evil wherever it hides.Leader – Toa Pearaldra (Toa of Psionics)Base – Coast25 Kio West of SakrinilAllied with Southern Alliance, Coast Guard Opposed to Toa Council (non-combat), Rogue ToaGuild of Sages (NPC) – The Guild of Sages is composed of a number of Turaga. All seeking information about forbidden or forgotten lore may speak to the Sages, though often at a price.Goals – Learn everything.Base – Sakrinil (Great Library)The Vermillion Dragon – One of the largest criminal organizations is the Vermillion Dragon. Originally based in Sakrinil, it became dispersed after the death of its leader by the Coast Guard, and scattered across the smaller islands. They have many small bases across the islands, and are composed mostly of smugglers and other riff-raff. Over the years, they have managed to drive out other pirating groups or absorb them, granting the Dragon unsurpassed power over Yheyn’s underworld.Many members have grown interested in the legendary Legion Scepter, a supposedly magical mace wielded by Count Gremost until it was stolen by the legendary thief Midnight 300 years after he used it to oust the Justiciars. No luck so far. If it was to be found, however, it could turn a nice profit. [Current Events]Symbol – A vermillion Proto-Drake with glowing orange eyes over a purple background.Goals – Make a profit, and have fun doing it!Leaders – Nuvinus (Steltian Leader), many othersBase – Largest is on Moroni (N. Jungle Isle, ruins), numerous others; all hiddenEnemies of Coast Guard, Southern AllianceYheyn Rebellion – A very small organization that started up within days of Vamden appointing himself Governor. The organization has sworn to “free Yheyn from the Alliance, and execute the spineless traitor who supports them.” Many members were miners from the islands to the north, sent away after Vamden yielded those rights to Ampora.Like the Vermillion Drake, they are seeking the Legion Scepter, believing they could use it to crush the Alliances presence in Yheyn. [Current Event]Goals – Secede from the Southern Alliance, execute Vamden for treason.Leaders – Eydarian (Prime Species [Pridak]), loosely connected othersBase – None, most members on FrumusEnemies of Southern AllianceParties vs. Guilds vs. [PC] FactionsThe term ‘party’ when used in this RPG refers to a group of three or more PCs who are working together towards a common goal. It is the most commonly used term, as most players will become a component in a party at some point (it’s dangerous to go alone, sword or not). Adventuring parties do not collect NPC allies.The term ‘guild’ is the only one used ‘officially’ in-game. It is created when a group of at least three BZPower members, and at least five characters, come together and form their own group. Such a guild is extremely small, and holds little power, especially when compared to true guilds, such as the Traders Guild. To become a guild, players must submit the following form –
[b]Guild Name:[/b] [/font][/color][b][color=black][font=Garamond]Founders & Positions (Characters/Users):[/font][/color][/b][b][color=black][font=Garamond]Members (Characters/Users):[/font][/color][/b][b][color=black][font=Garamond]Emblem:[/font][/color][/b][color=black][font=Garamond] [b][alternatively Crest/Colors/Symbol or whatever] [/b][/font][/color][b][color=black][font=Garamond]Goals:[/font][/color][/b][color=black][font=Garamond]
The guild may of course grow over time, and also attract attention. At fifteen characters, and at least five members, the guild may begin garnering attention from one or more major factions, who will ask/demand their allegiance as allies. Players may at this time determine a base of operations, and NPCs may begin coming to join with them. If a guild ever grows to twenty-five characters (and at least ten members), the number of NPCs attempting to join increases further. From henceforth, it is a Faction*. At this point, a base of operations is a necessity. Players may place the faction as a joinable, PC run faction. However, the faction will begin gaining more enemies.* It is still a guild. Faction is the out-of-game term for it.Character Creation & GameplayWaves of the South is a text-based RPG. It is controlled by the GameMaster – that’s me, and – and any Co-GameMasters that I appoint over the course of the RPG. Of course, the person who’s really important is you – the players! So, how do you play? To CreateWhile I do not mind modifications if you deem them necessary, this character sheet fulfills all required functions in the RPG –
[b]Character Name:[/b][/font][/color][b][color=black][font=Garamond]Gender & Species:[/font][/color][/b][b][color=black][font=Garamond]Powers:[/font][/color][/b][b][color=black][font=Garamond]Equipment:[/font][/color][/b][b][color=black][font=Garamond]Appearance:[/font][/color][/b][b][color=black][font=Garamond]Faction:[/font][/color][/b][b][color=black][font=Garamond]Personality:[/font][/color][/b][b][color=black][font=Garamond]Biography:[/font][/color][/b][color=black][font=Garamond]
Character name is pretty self explanatory. It is, of course, your characters name. If s/he has a preferred alias, be it a codename or nickname, put that there.Gender and species are, again, self explanatory. Place both your characters gender and their species there. Keep in mind that the species list is not the only species that you can play as. For gender, there exist males and females of all elements, but the ratio is usually nine to one in favor of the canon one.Note: You can create custom species. Play as an intelligent Rahi if you feel like it! The power limit in this RPG is Toa, however, so keep that in mind.Powers is where you place any powers that your character has that aren’t derived from equipment. This includes any secondary abilities, or improved physical abilities.Note: You can make up your characters powers if you want to. This isn’t the BZPRPG!Equipment is where all of your items go. Keep in mind with equipment that technology is limited – mostly steam and clockwork, though no steam powered sea vessels are used on Yheyn. There’s some pretty cool stuff being made, but in real world terms, anything after 1900, and a lot from before, isn’t going to be there. The creation of Kanohi masks is one of the most complex arts, though Kanoka are too rare a resource to waste on botched masks, and they are rarely made. Gunpowder is present, but used mostly for cannons, as handheld weapons using it were deemed inefficient. Natural resources, from Rahi and local flora, are commonly used.Note: You can create your custom Kanohi, and ‘immoral’ ones are opened up for use to all Toa, as the Brotherhoods betrayal has yet to occur. Any unique or semi-unique masks are banned, or any I feel are too powerful. As far as weaponry and stuff, it’s mostly rather mundane – Toa are known to use their powerful tools, but that’s about it. Keep in mind that heavy equipment is dangerous to use and hampers more than it helps when on board a sea vessel. As that is the most effective means to transport oneself between the islands, it’s safer to use lighter, more elegant arms and armor.Appearance describes what your character looks like. A twenty word (or greater) description will work best, but if you have an MOC or sprite of your character, you can post that instead. The image must be clear enough to see and make out properly. If your character is a shapeshifter, or has an otherwise malleable form, simply provide the most common/favored/default form.Faction is your characters affiliation. You may place your character in any you wish, unless they are restricted for whatever reason. Alignment (see below) does not restrict you from a faction, but it can put you at odds with other members.Note: As noted, or at least implied, above, a Toa character not in the Toa Council or Xankah Order is a rogue Toa, whoever they sign up with. They will be hounded as criminals. But hey, that’s what friend are for, right? Personality is how your character behaves. It is also here that you place your alignment. If you are not familiar with the Law/Chaos, Good/Evil alignment chart, look it up to figure out the one that best describes your character. You don’t need to be lengthy in your description, but can be.Biography, or history, is the final section. This is where you put your characters age and past. The bare minimum is fifty words, which is an incredibly small amount (the above paragraph is fifty-one).Keep this in mind – your characters are exceptional. They are the movers and shakers in the world, the ones that can actually make a difference. While outmatched by powerful entities and NPCs (such as many described on this page), they aren’t just normal NPCs. Of course, one person can only do so much. Fending off two Toa is regarded as an impossible task, without great advantages present.You may have three (3) characters at the start, and have the potential to be rewarded for excellent roleplaying with an additional one (1) character slot up to twice, for a maximum of five (5) characters possible. To PlayAs a play of this RPG, you must follow these rules –RulesThe rules of the RPG are as follows –1. All BZPower Rules and RPG Forum Rules apply. Attempt proper grammar and spelling if possible – you won’t get punished for bad writing, but it’s easier for everyone when you use it.2. No godmodding. This means that, when in combat, you must be willing to accept lost. When your vessel is surrounded by four others, it’s time to accept defeat. This branches down into not doing anything overpowered, not auto-hitting anyone, and not bunnying (taking control of another players character without permission).3. Comedy and romance is to be limited. As a swashbuckling RPG populated by charming rogues, a little bit of romance is allowed – but only simple flirting. That’s it. Doing something humorous or cracking jokes is alright, but nothing ridiculous – throwing pies at people, for example. 4. No posts made solely in OOC. That is why the Discussion Topics exist. Zero tolerance rule for this one.5. You have a say in how the story develops, but if I can see even one reason why your plan to murder the Governor of Yheyn is going to fail, I will exploit it. Make world-shattering plans as good as you can!If you don’t, you will be punished, as follows –First Offense – Warning! This is your only one – don’t keep it up.Second Offense – You will receive a debilitating injury of some kind to your character. Third Offense – One of your characters dies, and cannot be replaced.Fourth Offense – All remaining characters die. Somehow – I’ll make it happen. You can make one more character, and try to get back in good graces, after a 48 hour ban. If you persist…Fifth Offense – All characters gone forever. Leave now and never come back.In order to actually play the RPG, you need to fill out the character profile and place it in the Profiles topic. Once approved, you can begin playing in the main RPG topic, by placing posts in IC and OOC. Example –

OOC: The OOC section is where you state something to other players, out of game (or ‘out of character’). For example, “We’re looking for members in our group!” No post should ever contain only OOC information. If you are addressing another player directly, send a PM. Otherwise, post it in the Discussion topic instead.IC: (Character Name / Location)This is where you describe what your character is doing. Preferably in third person limited. If you know something OOC, but your character wouldn’t know it, do not meta-game (Lewa finds an ancient item. Suddenly, Pohatu knows where to find that ancient item, even though he never heard of it and was half the map away). You don’t need to format your IC posts heading as shown above – everybody does it differently. That’s just the one I use. All I require is that the characters (or characters’) names, and their location, are both noted.

It’s pretty simple, really.The GameMaster (GM)My job is a pretty simple one, really. In this RPG, I will not manifest my will into any PCs, but shall instead remain restricted to the following tasks, outside of obviously approving characters and punishing rule breakers –
  • [*]Controlling NPCs named on this page when PCs attempt to interact with them. This also applies to extremely powerful creatures or entities, and the puzzles or other challenges of that nature found while questing. A few 'random' events or 'cutscene' type events will also be under my control.[*]Timekeeper. Once I feel enough events have transpired to warrant it, the time in the RPG will change. Everything starts off at dusk (6 PM). I will then post to indicate midnight (12 AM), dawn (6 AM), midday/noon (12 PM), and dusk once more. The cycle then continues.

Co-GameMasters have only the power to approve characters and to punish rule breakers. I will select up to two, dependant on how busy I am and how much I need them. Other powers will be given as needed. This is not a lifetime office – after one has served for enough time, you will be honorably discharged and awarded a new character slot. And you can, of course, retire. During your time in office, all punishments dealt to you will be doubled, and breaking a rule will result in immediate firing.Consider the FollowingTravelling takes time. Keep that in mind when you go island hopping – you will not immediately appear at your destination. Dajon, for example, is a day’s travel in-game from Sakrinil. Frumus, to the west, would take even longer; Kantis could take two and a half (though you would leave from Shimmering Palace in that case). During this time, don’t just be static. Plan with other characters on what your game-plan is. Have a little IC interaction. Try to toss somebody overboard after a heated debate. If there’s not any role-playing in an RPG, there are problems.On that note, what if most of the players are on long voyages at that type? Maybe a few are in the city, doing other things? In that case, they can ask for the GameMaster to ‘jump time’ if you will, which would be the vast majority (80%) of active players voting to advance everything a full day, or more, into the future.Then you come upon the problem of travelling. A ship needs a crew. Three or four characters together can pool enough money/goods/loans to purchase a small sea vessel, and a small number of NPCs to get it moving.One last thing – an RPG wouldn’t be very fun without PVP being allowed. The main theme of the RPGs story is not combat, however. Story interactions will involve role-playing, with lengthy discussion being possible. Lots of puzzles will be provided in search of ancient treasures (because what’s a swashbuckling RPG without treasure hunts?) in place of super-powerful monsters. Probably a few riddles shamelessly taken from video games.With that said –Thank You,Toa Levacius Zehvor

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Here's a new draft of a previous RPG.

The Winds of Change"Change is like the wind. It is ever-present yet rarely felt. But in when storms arrive, the wind both takes and gives."-AnonymousOverview: After decades of isolation and two horrible wars, the Northern continent is beginning to rebuild. But newer, more expansionist factions have begun to rally across the continent, trying to take advantage of this moment of weakness

Battling over a land mutated and transformed by Energized Protodermis bombs from wars past, a new opportunity has arrived. With enough manpower and might, anyone has the chance to form an empire, destroy their rivals, and change the continent for good or ill.All the while, the older nations struggle to modernize and keep up with an ever-changing world, competing with newer nations hungry for power. Adding to this, many believe forces in the outside world, who have long believed the continent to be a destroyed, anarchistic world of mutants, has begun to eye the landmass as an untapped resource ripe for the taking. Day by day, the clash of cultures and civilizations spreads like fire, a fire which can either be controlled or fueled... Backstory: For the sake of simplicity, the history will be explained in seperate parts chronicling the recent histories of the outside world and the northern continent.The Outside World:

Teridax's Brotherhood discovered and wiped out the Order of Mata Nui. With the Order's knowledge in hand, Teridax modified his plans and soon enacted them. After taking over Metru Nui in disguise, putting Mata Nui to sleep (Causing a lesser cataclysm) and being beaten by the Toa Metru, he allowed the Visorak to invade and occupy the city, as an attempt to keep the matoran there. After the Metru battled and defeated the visorak hoards he allowed them to take the Vahi and flee to surface. While Teridax went to terrorize the Matoran of Mata Nui for a thousand years, the Brotherhood was enacting another part of the plan. With the Dark Hunter-Brotherhood War as an excuse, military forces were expanded, and new research facilities opened up. Perhaps the largest being the aircraft facility.After faking his own death, Teridax reassumed command and ordered the last parts of the plan enacted. By using spies to convince the Nuva that a Kanohi Dragon was attacking a southern island, and thus drew them away from the island. After the Toa left, bombers were sent to destroy the city. And while the Turaga were able to evacuate most of the population, many more perished. Using the city of legends as an example, the Brotherhood threatened to use deadlier weapons against those who opposed them.Many nations chose to surrender without a fight, soon being absorbed into the new Provisional Makuta Empire. Others chose to convene on Nynrah, forming the Coalition of the Free. Thus beginning the Universal Wars. For over four decades, Imperial, unaligned and Coalition nations battled one another for supremacy. Eventually, the unaligned nations were taken, and the Coalition was pushed into the Northern Continent. After the Brotherhood invaded and conquered the Tren Krom Peninsula, the ground war quickly fell into a stalemate. Losses on both sides were so great that each needed time to recover. The second invasion was to be lead by Emperor Teridax himself, but failed to materialize after he was assassinated in Stelt. The resulting power struggle, between factions lead by Icarax and Gorast, drew the universe into the Makuta Civil War.After eight decades of war, Icarax emerged victorious. The Second Makuta Empire was established on Destral. Icarax immediately went to work to reform the system, only allowing a select group of lands to be directly controlled by the empire. In the rest of the conquered lands, puppet governments were established. A hegemony, named the Imperial Friendship Council, was then created to promote mutual trade and defense among the states.Due to the destruction caused by both wars, the Empire began a massive program of modernization and scientific research, pouring billions into new technologies and public works projects. Within thirty years, the Imperial Sphere was industrialized, a shining example of Makutan superiority.The Northern Continent::

Dominated by two ancient nations, Lenuzad and Kollrus, for millenia, the Northern Continent was plagued by war for most of its history. By the time of the Universal Wars, Lenuzad had defeated its rival, and was seeking to establish itself as an international power. So it came as little surprise that Lenuzad became the Coalition's host nation, forcing the continent's lesser nations to follow.While the Coalition's outer nations began to fall, the continent became the most promising safe haven for refugees. Thus it experienced a population boom of astonding proportions. Massive refugee camps sprang up everywhere, increasing in number as the Coalition began to fall. The invasion of the Tren Krom Peninsula was the turning point in the war. After building a massive wall to cut the continent off from the mainland, huge airbases were built to house the Empire's new fleet of airships. The airships, equipped with mutagenic Energized Protodermis bombs (Made to mutate or engulf targets in plantlife) were sent in waves against the weakened Coalition. Entire cities were engulfed in plantlife, scores were mutated, and the populations fled into the countryside, fearful of another invasion.It was the arrival of a last wave of refugees, from the war torn imperial states, that pushed the people of the northern continent out of isolated settlements. The new refugees, clustering in eastern settlements, quickly brought violence to the region. As a result, worried city-states in the North and West united to form the United Commonwealth. Around the same time, the Confederation of Lenuzad was revived in the east.

Plagued by economic troubles, the Commonwealth collapsed under the weight of hyperinflation. Thus, the western continent once again became city-states. As the Commonwealth died, new factions were established, mostly by new immigrants in the east. Chief among these were the authoritarian Empire of Vredra and the mysterious realm of Kopaka, New Ko-Metru. In the north, the Harbingers of Bedlam, a small bandit gang for decades, expanded rapidly enough to invade the northern region.

Now, 177 years after the destruction of Metru Nui, the destiny of the continent seems uncertain.Gameplay:

This RPG is primarily about grand scale factional warfare and empire-building. So that means that players will be given free reign to build their kingdom from the ground up, command armies, and conquer both other players and NPCs. The Staff factions will be far more powerful then player ones, early on. They will act as both the givers of punishment and will further the main storyline. For those who don't want to play Napoleon, there are options. Neutral or unaffiliated characters can start anywhere they please, build corporations, lead revolutions in other player's states or form smaller factions.. Mercenary work is rather plentiful.Like most other RPGs, the In-character (IC) and Out-of-character (OOC) system is in effect. The outcome of faction-faction battles is decided by the players. If no decision can be made, staff will decide. The Northern Continent:

The Northern Continent, vast and varied, is defined into six different regions. Each region is divided culturally and physically. A pros/cons section is in place to explain the advantages and drawbacks of each regions to help factions decide where they want to be located.North

(Defined as the area north of the Ebony Sea)Made up of forest steppe and coastal swamps, the north was the most sparsely populated region pre-war. Playing host to only a few cities along the Kahviz Trail, it remained miles of vast, untamed wilderness until recent times. Hit little by EP bombs, the north remains mostly untouched. Most settlements are new, carved out of the trees and in small clusters along trails.Pros/Cons: The north is largely untouched by major factions and is an excellent starting point for new factions. However, northerners can easily become isolated from the rest of the continent, due to the small number of trails leading in and out. The Harbingers of Bedlam also pose a major threat, terrorizing villages and raiding caravans across the north.

South:

(Defined as the area south of the Ebony Sea) The hardest hit by the EP weapons. The south was once the Mega-city of Vharus Nui, a prosperous trading center. Turned into a vast jungle, it gained the dubious nickname 'Green Karzahni' because of the huge numbers of insane mutants, transformed rahi, Zyglak and Ex-Brotherhood raiders that roam the plantlife infested ruins. Aside from small raider camps, only one permanent settlement, a Zyglak village, exists.Pros/Cons: The ruins of Vhaurus Nui present a possible jackpot of gold, weaponry, and supplies. However, trying to settle the Green Karzahni is an insanely daunting task. So only small expeditions are advised.

East:

(Defined as the area east of the Ebony Sea)The most blood soaked but powerful region. Eastern Kingdoms dominated the rest of the continent up until the EP bombings. The Northeastern half, the most influential part of the region, is primarily mountains and valleys with prairies taking up the rest of the land. The southeastern half is a great river basin, filled with forests, plains and marshland. The far northeast, commonly called 'The Wastes' is mostly flash-frozen forests, mountains and tundra.Pros/Cons: Compared to the western half of the continent, the east has a larger population and far more cities. Newer technology is easier to come by, and refugees with military training are easier to come by. However, new factions in the east are constantly threatened with invasion by the Northeastern powers.

West:

(Defined as the Area west of the Ebony Sea)Peaceful for most of its history, the west was the breadbasket of the continent. Despite several local disputes between larger city-states, it remained neutral until the dawn of the Universal Wars. The west is largely a flat, fertile plain fed by the Lokya and Culna rivers. The far northwest has a small mountain range and hundreds of hot springs. The population is mostly scattered in city states and villages.Pros/Cons: The west has the largest number of refugees on the continent. These refugees (Mostly Metruans) have made the west's larger cities some of the most advanced on the continent. The west also has few major factions able or willing to take down rivals and plenty of land to conquer. However, the population is centered in large, well-defended cities, which means gathering a rural army is troublesome.

The Ebony Sea:

(Defined as the landlocked, vaguely diamondlike desert across the middle of the continent)Formerly the center of prehistoric civilization on the continent, the 'Middle Lands' was once vast woodlands controlled by nomadic tribes. Annexed by Lenuzad, it was the location of some of the Coalition's largest military bases. As such it was targeted not for 'Greening' but for complete and utter destruction. Specialized EP bombs reduced the area to dust within weeks.Now a vast, arid sea of black dust, the sea is the main obstacle for traders trying to go from one side of the continent to the other. Wells are exceptionally rare, and small trading posts are usually around them.Pros/Cons: The main trading route between east and west, the Sea could be quite valuable to those who try to tame it. The second most dangerous region, hundreds have perished. Either from dehydration or simply straying from known paths can easily kill an entire army. There is also the threat of the Harbingers of Bedlam, who constantly raid caravans and terrorize villages.

The Tren Krom Peninsula:

(Defined as the peninsula situated along the southeastern part of the continent)Once a chaotic feudal landscape watched over by Makuta Gorast, the Peninsula was taken by the Empire after a long battle with the Coalition. Seperated from the mainland by a huge wall, the Peninsula has developed its own distinct culture. Transformed into a monsterous city as a result of Icarax's reforms, all that is known by denizans of the greater continent is that it is controlled by a puppet monarchy and huge numbers of Imperial troops are stationed along its borders.Pros/Cons: The Peninsula is heavily defended and virtually invasion-proof. Being part of the greater Makutan hegemony one would doom the entire continent to invasion if it is attacked. Thus, no player will be allowed to enter the peninsula. Period.

Locations

This section describes faction cities, smaller settlements and important landmarks.

North:

Saltros: Located in the middle of ancient Kahviz trail, Saltros is a paradise among the trees. Almost every building is made of the finest stone and rare woods. Saltros has a public bath, train system, and a private airport. Even after the Harbingers ravaged and looted it, it still maintains an aura of wealth.It is divided into four districts, divided by the wealth and power of their citizens. The first is luxury cabins, which low-level Harbingers live. Mid-level Harbingers live in the second, basic, cookie-cutter manor houses. The third level is both the hub of Saltros's commerce and where rich raiders live. The last level is Saltros Keep, the city's castle and center of government.Fort Tahu: Named after the deceased Toa Nuva, Fort Tahu was one of the first post-war settlements established in the north. Located near the western border, the Fort is an important trading center. It consists of an outer wall of timber and crudely made cabins within.

South:

Fanikak: Located in the southeast part of the region, Fanikak looks more like a refugee camp then a city. Made mostly of scavenged materials, Fanikak is surrounded by a wall of scrap-reinforced wood. The interior is made up of a mix of tents and huts. Its port, one of the largest in the continent, is constanting being repaired and rust proofed. It is governed from an old warehouse called Yu'Kolrar.In choke-points around the wall, there are watchtowers with mounted ballistas, and Fire-bomb slingshots. They are in place to deter possible attacks.

West:

Ghom: One of the most varied cities on the continent, Ghom plays host to a variety of peoples and building styles. Being conquered and influenced by a variety of cultures over the years, the city is a melting pot. There are little to no ghettos or rich communities in Ghom. Rich and poor live side by side, mansions are crammed next to poorer apartments. This odd trait is due to the onion-like city itself. The oldest buildings are around the middle of the city, and the newest skirt the edge. It and the entire Union is governed from an ancient hall called Cedar Keep. It has little to no fixed defenses, because rising immigration has forced Ghom to steadily grow.New Le-Metru: New Le-Metru is more of an airport then an actual settlement. Originally it was a small Coalition runway, just a couple of miles south of Ghom. It was a prime trading spot during the immediate post-war years. Transformed into a true settlement primarily by Metruans, it has became a center of continental air travel.It is made of a gargantuan airport, a factory district (Where airships are put together) and a village that houses workers. Fe-Koro: Fe-Koro was once a small vassel of Nuramith filled with Matoran of Iron. Hit heavily during the war, it was cleared of plantlife by the Nynrah Ghosts. The Ghosts, with the help of the Metruans and several refugee Xians, factories were built in the village. It is about a mile of factories, with a small apartment complex to house the workers. The city is defended by a stone wall. It's located near the southern border.Nuramith: Founded in ages past by the early Dukes of Nuramith, the city is one of the oldest still existing. Made of imported from the east, it stands out among the plains of the west. It's location is the border with the northern region.It consists of a central keep, the walled inner city, the star-shaped outer walls and the outlaying villages under Nuramith's protection.Port Rhoden: Established by refugees, Port Rhoden was transformed over the years into a formal city. Port Rhoden has established itself as trading power rivaling the Union. Rhoden has recently began to play host to various criminal elements. It is located in the northwestern coast.Rhoden city itself is made up of a huge market district, a hall serving as seat of government and a variety of neigborhoods. It is surrounded by an earthen wall.

East:

Vredra: Gleaming like a beacon across the landscape, Vredra is one of the largest cities on the continent. Filled with some of the most advanced technology and some of the most modern structures, it looks light years ahead of its competitors. It is located around the middle of eastern region, and borders the sea. It shares a northern border with New Ko-Metru.It consists of the Imperial District, the skyscraper-filled center of government and trade, and the residential district, made up of tall apartments.-The Territories: Vredra's large continental empire is divided into six territories. Each one has a distinct purpose. There is District 1 (Farming), District 2 (Industry), District 3 (Military Testing and Training), District 4 (Banking and Trade), District 5 (Mining), and District Six (Air Base).New Ko-Metru: It was in the far northeast, an area covered by little more then mountains, forest and tundra that the first refugees from the Civil War landed. With Kopaka's help, the area was turned into a frozen wasteland within in a year. In the middle of the wastes lies New-Ko-Metru.Carved out of a strange, rock hard blue ice, the city is unlike any on the continent. It is made up of an outer ring, which is a great, icy wall, a middle ring, where the Matoran population resides, and the massive tower of Ko-Travas in the middle.-The Wastes: Closed off from the rest of the world is the wastes. Made up of a rather large chunk of the northeast, the Wastes are miles upon miles of flash-frozen forests. These forests are covered in a permanent layer of frost. This was all caused by the near-enigmatic Kopaka.Suras: Built millenia ago, Suras is one the beautiful cities on the cities on the continent. Hit heavily by EP bombs, Suras was only recently restored to its former glory. It is located around the south of the eastern region, and shares a border with Vredra, along the river Aizun.Suras is made of ancient, imported stone that was only recently been restored. It is filled with over a dozen canals, and is surrounded by a stone wall.-Lenu Duchies: The four other cities that make up the confederation. Vulunos, Asul, Joruc and Yhulvek are all partially self ruling. Each appears to be smaller versions of Suras, and are all surrounded by walls.They are all north of Suras, in a semi-circle formation.New Destral: One of the many settlements ruled by banished Makuta. New Destral was formerly a small city and caravan stop. Emerging relatively unscathed after the bombings, New Destral was conquered by a banished Makuta named Makron. Makron has managed to enslave the Matoran with his army of Visorak.It is a basic walled city, located near the southern coast.Jezria: Jezria was once one of the more corrupt city-states on the continent pre-war. Now it has established itself as the go-to black market post-war. Ruled by a cabal of former Dark Hunters and continental criminals, it is a thorn in the side of most other countries.It is a rather small city, dominated by a spawling market. It has no walls and is rather weak to attack. It is located in the southeast, not that far from New Destral.

Factions/Countries:

Staff factions, rather large or small, wil be virtually unplayable in-game. This is to force players to form their own factions and take charge of the story. Staff factions range from small city states to empires.

Western Factions:Name: The Union of Free Cities (Western Union)Cities/Territories: Ghom (Capital), New Le-Metru, and Fe-Koro.Symbols: The flag of the Western Union is a light blue flag with four black stars (Shaped into a triangle) in the middle. Government: Federal republic.Leader(s): Premier Onua NuvaHistory: Formed for economic reasons after the collapse of the United Commonwealth, the Western Union is a federation of three primarily Metruan-controlled cities. The Union quickly become the hub of caravan activity and the primary western airport. Under the rule of Premier Onua, the Union has entered into a technological renaissance. Boasting the highest number of Nynrah Ghosts, it has became a haven for inventors and the educated. The four cities are the most advanced and organized in the west. Military: The Union has a small standing army, and each city has a militia and police force. Caravans are protected by the 1st Musketeer Company, Union special forces armed with advanced weaponry. The Union has the only western air force, consisting of both armed war-airships and larger transport zepplins. Misc: N/AName: The Dukedom of NuramithCities/Territories: Nuramith Symbols: The flag of Nuramith is a bright red flag with a black arming sword in the middle.Government: MonarchyLeader(s): Duke Harsox IIHistory: Before the war, Nuramith was the superpower in the western region. Founded after the Great Disruption it was the prime economic and military power the region, keeping it in peace for millenia. After the EP bombings, Nuramith emerged untouched. An early member of the Commonwealth, It was vital to the alliance's defense structure. After the Commonwealth's collapse, however, the city adopted an isolationist stance. After the Harbingers of Bedlam took control of Saltros, they began to move towards the west. The forces of Nuramith stopped them and began a campaign against them. A war between the two factions began, and continues to this day.Military: Nuramith has a large army, mostly armed with traditional melee weapons and plate armor. Loosely organized militia are also commonly employed as second line forces. Nuramith also has a sizable cavalry force, with troops mounted on armored Ash Bears.Misc: Nuramith views the Western Union with suspicion, as Duke Harsox views them as a threat to Nuramith's return to power. The result has been several small clashes between Union Caravans and the city's light cavalry.Name: The Free Port of Rhoden City (Port Rhoden)Cities/Territories: Port RhodenSymbols: A dark blue flag with a teal canton in the right corner.Government: OligarchyLeader(s): Turaga Garvon is the city's official leader, but is rumored to be a figurehead for the mysterious Council of Justice. Although the Council's existance has been denied by officials, it is widely assumed to be fact and is an open secret. The Council consists of about seven unknown beings, and all attempts to discover their identities have came up empty handed.History: Founded by refugees from the southern continent during the Universal Wars, Port Rhoden was once a refugee camp. Turned into a formal settlement under the leadership of Toa Vardon, it became a mildly wealthy village of fishermen. After Vardon's death by drowning Turaga Garvon seized control. Garvon pushed for the enlargement of the ports, and sought to establish relations with Xia.After forming a secret trade deal with the Vortixx, Port Rhoden became the first of the city states to import Xian weaponry. This allowed Rhoden to become an economic powerhouse, and the Western Union's closest rival.Military: Port Rhoden has a small police force, which is responsible for hunting down smugglers and forgers. The city itself is protected by the the Toa Kolla, six Universal War veterans who have settled the region. The Kolla defend the city against threats the Matoran-run police can't handle, such as mutants and rahi.Misc: N/ANorthern Factions:Name: The Harbingers of BedlamCities/Territories: Saltros and various war camps.Symbols: A white flag with a black, humanoid hand in the middle.Goverment: Dictatorship with a defined caste system.Leader(s): Lyderon (Skakdi for leader) Az History: As the Commonwealth collapsed under the pressure of inflation related riots, a little over a dozen prisoners escaped from the Commonwealth's main jail. The prisoners organized under the name 'Habingers of Bedlam' and became a band of roving thieves. Soon, the Harbingers began to recruit more recent arrivals into their ranks. One of the refugees was brutal terrorist named Az, who staged a coup within the organization.Within three years, Az managed to change the Harbingers into a hoard of nomadic raiders. After realizing the need for a stable base, Az ordered the invasion of the pre-war tax haven of Saltros. Saltros's militia was destroyed, and the population was massacred. Using Saltros as a base, the Harbingers began to raid caravans on the Ebony Sea, sack and pillage cities in both the east and west, and gather a massive fortune. In order to increase in size, Harbinger membership was opened to anyone willing to come to Saltros, which allowed their ranks to swell.Military: The military is purely a ground based force, and is divided to two sections. The Frontier Section is tasked with fighting the forces of Nuramith in the western front. The Raiding Section is the largest of the two, and is tasked with assaulting cities, raiding caravans, intimidating enemy factions and guarding Saltros,Misc: Harbingers are heavily armed with some of the most modern weaponry available. This is due to strong ties with Xian weapons brokers in Port Rhoden, which keeps the military well supplied.Southern Factions:Name: Fanikak Cities/Territories: Fanikak and the surrounding docks.Symbols: A black-yellow-brown tri-color flag.Government: MonarchyLeader(s): Grand Chieftain Za'Lorvas History: A roving band of Zyglak, recently displaced by Brotherhood forces, decided to take the chance and enter the remains of Vharus Nui. Taking the overgrown remains of the city's western docks as their own, they established Fanikak. Barring outsiders and declaring the remains of Vharus a new Zyglak homeland, the leader of Fanikak has recently began to allow immigrants into the city.Military: Faced with the constant danger of the Green Karzahni, the Zyglak have developed a large and well organized military. Each warrior is trained to face a variety of situations, ranging from defending the settlement from Bandits to guerilla warfare tactics in case of invasion. All have a variety of weapons and armor made to resist rust.Misc: NoneEastern Factions:Name: The Empire of VredraCities/Territories: Vredra City (Capital) and territories one through seven.Symbols: A black flag with the image of a red Phoenix in the middle. Government: Authoritarian stateLeader(s): High General LoravolHistory: A rather large port city in the pre-war years, Vredra was a minor player in continental politics. Internationally, Vredra was a superpower. The had hundreds of colonial city-states and over a dozen islands under their control. An early player in the Universal Wars, the Empire's citizens watched in horror as their dominion fell to the Makuta. With the Empire's rich colonies gone, the city's economy collapsed.Bombarded heavily by brotherhood bombers, the city was reduced to a jungle in a matter of a week. The royal family was killed in the resulting chaos. In desperation, the homeless Vredrans turned to a former Colonel, Loravol to guide them. Loravol managed to lead troops into the ruins and burn every trace of the EP-caused plantlife to ash. Thus, he appointed himself High General and began to conquer the neighboring territories. The result was the largest single country on the continent.Military: Vredra maintains a huge military armed mostly with modern weapons. The army is given the most of modern tech, leaving the Irregular brigades and Navy with sub-standard equipment. Vredra boasts the largest air force north of the peninsula. It has over a hundred ships of various designs and a brigade of paratroopers.Misc: Vredra's government the most tyrannical in all of the continent. Loravol's secret police, the Imperial Security Service (ISS), brainwash the Vredrans and kill dissidents. As in most tyrannies, the press is censored, and propaganda signs plaster the country.The Empire is politically isolated. Its warlike, expansionist policy has garned widespread hatred from other factionsName: The Confederation of LenuzadCities/Territories: Suras (Capital), and the city-states of Yhulvek, Asul, Joruc and Vulunos. The remains of Kollrus are under a council of Generals, and are under marshal law.Symbols: A white-Mata green-white tricolor-like flag.Government: Absolute monarchy. Leader(s): Archduke Sukot History: Only eight decades before the Barraki emerged to conquer the world, the Northern Continent was mostly scattered tribes in villages. The first real civilization in the northeastern region was Kollrus. Ruled by the noted expansionist Aizun the Great, the first area Kollrus tried to conquer the Lenu plain. Directly south of Kollrus, it offered fertile land ripe for exploitation. But once Kolran soldiers stepped into the plain, the Lenu reacted in force. The often bickering Dukes in control of the plain's villages joined together to form the new state of Lenuzad. The war lasted until the League conquered both nations.After the League was destroyed, the remains of Lenuzad reformed under the command of the Archduke Kurzan. Fighting with the also reformed Kollrus until recent times, Lenuzad eventually took over its rival. When it joined the newly created Coalition, the country's fate was sealed. Hit heavily by Makutan bombers, the Confederation's government went underground. Using the eastern region's then lack of factions to its advantage, Lenuzad once again reformed, stronger then ever.Military: Lenuzad's military resources are primarily spent on its vast mounted forces. Thousands of dragoons, burnak-archers, cuirassers and lancers, all ready to mobilize within hours. Thus, Lenuzad has no air force and a tiny navy.Misc: Lenuzad treats the former citizens of Kollrus like vermin. Name: New Ko-MetruCities/Territories: New Ko-Metru and the frozen wastes around it..Symbols: A white flag with a dark blue triangle in the middle.Government: Absolute monarchy.Leader(s): Lord Kopaka and Governor ArvunHistory: The newest of the continent's major powers, New Ko-Metru was formerly sparsely populated forest land inhabited by nomads. That changed when a little over twenty ships, each hauling refugees from Makutan lands, landed on the coast. The refugees, former soldiers, scientists, and mercenaries that fought for Gorast's side, were lead by Toa Kopaka. Immediately, Kopaka used his heightened powers to flash freeze miles of lands. With his entourage, he established New Ko-Metru. From that year on, the city has been a mystery to most. Protected by a constant blizzard surrounding its borders, the realm has the reputation as invasion proof.Military: New Ko-Metru is defended by a diverse array of forces. Most prominent include mounted scouts, huge, sentinent Ice Golems, a civilian militia and select groups of mercenaries. Misc: New Ko-Metru opens itself to immigrants about once a year. However, those who to live in the frozen realm must be Ko, Ce, Fe, Onu or De Matoran.

Faction/Country Creation Sheet

Name: (The Name of your faction)Region/Location: (Where your faction is, exactly)Culture: (Is your faction comprised of refugees? Or is it a band of natives seeking to return their country to glory?)Armed Forces: (Is your army comprised of rag-tag irregulars? Or is it a noble order of knights? Note that each faction starts off with fifty NPCs with another fifty with every player)Leader(s): (Which characters control the faction?)Government: (Democratic or Authoritarian? Monarchy or republic? If you pick one of the more exotic types of government, please decribe it in detail)Symbols: (Describe such things as national flag, nation rahi, and any other symbols that represent your country)Members: (Who exactly is in your faction?)Misc: (Any thing else of use)

Profile Creation Sheet

Name: (The name of your character. Keep it Bionicle sounding)Gender: (Male, Female or unknown)Faction: (What faction your character is in)Appearance: (What your character looks like, either in text or picture form)Powers: (Elements and other powers go here. No elements of Life, Light or Time.)Equipment: (Masks, weapons and other things your character owns. Nothing uber-powerful or unique, such as the Mask of Time, Life, Dimensonal Gates, Mothtrek, Light, and Creation.)Personality: (How your character acts)Bio: (Your character's history)Weakness: (Any and all areas your character is weak in.)

Rules

1: No god-modding. Period.2: No taking control of other's characters without the creator's permission.3: The standard In Character (IC) and Out Of Character (OOC) system applies.4: No auto-hitting, metagaming, and insta-armies.5: Do not abuse romance and violence. PG-13 levels, please.6: Please, keep posts understandable.7: All BZP rules apply.

I occasionally return to BZP for a nostalgic trip back. Hit me up on discord if you need anything. 
 
BZPRPG Characters that I will possibly revive, Mons-Shajs-Tarotrix-Aryll Vudigg-Jorruk Yokin-Senavysh Angavur

 

 

 

 

 

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INSPECTION OF 'THE WINDS OF CHANGE'Huh. That was the last Guild Wars bonus content. Speaking of which, anyone who plays WoW or something, switch over. You won't regret it.*Ahem*Commentary will be in slighty less blinding yellow then what you used in your last RPG. Stinkin yellow.

Here's a new draft of a previous RPG.

The Winds of Change"Change is like the wind. It is ever-present yet rarely felt. But in when storms arrive, the wind both takes and gives."-AnonymousOverview: After decades of isolation and two horrible wars, the Northern continent is beginning to rebuild. But newer, more expansionist factions have begun to rally across the continent, trying to take advantage of this moment of weakness

Battling over a land mutated and transformed by Energized Protodermis bombs from wars past, a new opportunity has arrived. With enough manpower and might, anyone has the chance to form an empire, destroy their rivals, and change the continent for good or ill.All the while, the older nations struggle to modernize and keep up with an ever-changing world, competing with newer nations hungry for power. Adding to this, many believe forces in the outside world, who have long believed the continent to be a destroyed, anarchistic world of mutants, has begun to eye the landmass as an untapped resource ripe for the taking. Day by day, the clash of cultures and civilizations spreads like fire, a fire which can either be controlled or fueled...

This? This here? It goes after the history section. Your summary goes after the end, see.

;)Backstory: For the sake of simplicity, the history will be explained in seperate parts chronicling the recent histories of the outside world and the northern continent.The Outside World:

Teridax's Brotherhood discovered and wiped out the Order of Mata Nui. With the Order's knowledge in hand, Teridax modified his plans and soon enacted them. After taking over Metru Nui in disguise, putting Mata Nui to sleep (Causing a lesser cataclysm) and being beaten by the Toa Metru, he allowed the Visorak to invade and occupy the city, as an attempt to keep the matoran there. After the Metru battled and defeated the visorak hoards he allowed them to take the Vahi and flee to surface. While Teridax went to terrorize the Matoran of Mata Nui for a thousand years, the Brotherhood was enacting another part of the plan. With the Dark Hunter-Brotherhood War as an excuse, military forces were expanded, and new research facilities opened up. Perhaps the largest being the aircraft facility.After faking his own death, Teridax reassumed command and ordered the last parts of the plan enacted. By using spies to convince the Nuva that a Kanohi Dragon was attacking a southern island, and thus drew them away from the island. After the Toa left, bombers were sent to destroy the city. And while the Turaga were able to evacuate most of the population, many more perished. Using the city of legends as an example, the Brotherhood threatened to use deadlier weapons against those who opposed them.

Why? Metru-Nui is the most strategically important location in the Matoran Universe, and comes complete with a power plant that had previously powered all nearby civilizations outside of Karzahni. And for what reason would the Nuva leave after a Kanohi Dragon, which Vakama or one of the Turaga could have informed them may very well be a match for their powers, when its a couple months (based on the size of the universe) travel to the south? And in any case, the Nuva would hardly be strong enough to defeat bombers capable of devestating an entire city.

Many nations chose to surrender without a fight, soon being absorbed into the new Provisional Makuta Empire. Others chose to convene on Nynrah, forming the Coalition of the Free. Thus beginning the Universal Wars. For over four decades, Imperial, unaligned and Coalition nations battled one another for supremacy. Eventually, the unaligned nations were taken, and the Coalition was pushed into the Northern Continent. After the Brotherhood invaded and conquered the Tren Krom Peninsula, the ground war quickly fell into a stalemate. Losses on both sides were so great that each needed time to recover. The second invasion was to be lead by Emperor Teridax himself, but failed to materialize after he was assassinated in Stelt. The resulting power struggle, between factions lead by Icarax and Gorast, drew the universe into the Makuta Civil War.

How did they get to the Northern Continent from Nynrah? Nynrah being far to the east, after all, and the Continent to the north-west of the universe. And what losses could have stopped the Brotherhood? They genuinely showed no care for their Visorak legions, Rahkshi (easily more powerful than a large mass of Matoran) could be remade, Kraata could infect masks and create servants. So on. Not the sort of people to be discouraged by losses.

After eight decades of war, Icarax emerged victorious. The Second Makuta Empire was established on Destral. Icarax immediately went to work to reform the system, only allowing a select group of lands to be directly controlled by the empire. In the rest of the conquered lands, puppet governments were established. A hegemony, named the Imperial Friendship Council, was then created to promote mutual trade and defense among the states.Due to the destruction caused by both wars, the Empire began a massive program of modernization and scientific research, pouring billions into new technologies and public works projects. Within thirty years, the Imperial Sphere was industrialized, a shining example of Makutan superiority.

Friendship Councill.... ? This sonds like MLP or something.

The Northern Continent:

:

Dominated by two ancient nations, Lenuzad and Kollrus, for millenia, the Northern Continent was plagued by war for most of its history. By the time of the Universal Wars, Lenuzad had defeated its rival, and was seeking to establish itself as an international power. So it came as little surprise that Lenuzad became the Coalition's host nation, forcing the continent's lesser nations to follow.While the Coalition's outer nations began to fall, the continent became the most promising safe haven for refugees. Thus it experienced a population boom of astonding proportions. Massive refugee camps sprang up everywhere, increasing in number as the Coalition began to fall.

Previous question answered, but still... a long way to go.

The invasion of the Tren Krom Peninsula was the turning point in the war. After building a massive wall to cut the continent off from the mainland, huge airbases were built to house the Empire's new fleet of airships. The airships, equipped with mutagenic Energized Protodermis bombs (Made to mutate or engulf targets in plantlife) were sent in waves against the weakened Coalition. Entire cities were engulfed in plantlife, scores were mutated, and the populations fled into the countryside, fearful of another invasion.

Question - how did they convince the Energized Protodermis Entity to go along with this plan? It had no desire for conquest, and assisted only because it was interested and wanted to see what the Brotherhood would do. I can hardly see it allowing the Brotherhood to use it as a weapon of battle.

It was the arrival of a last wave of refugees, from the war torn imperial states, that pushed the people of the northern continent out of isolated settlements. The new refugees, clustering in eastern settlements, quickly brought violence to the region. As a result, worried city-states in the North and West united to form the United Commonwealth. Around the same time, the Confederation of Lenuzad was revived in the east.

Plagued by economic troubles, the Commonwealth collapsed under the weight of hyperinflation. Thus, the western continent once again became city-states. As the Commonwealth died, new factions were established, mostly by new immigrants in the east. Chief among these were the authoritarian Empire of Vredra and the mysterious realm of Kopaka, New Ko-Metru. In the north, the Harbingers of Bedlam, a small bandit gang for decades, expanded rapidly enough to invade the northern region.

Wow. You seem to like destroying and building new kingdoms, don't you? At least give us a chance at it first.

:P

Now, 177 years after the destruction of Metru Nui, the destiny of the continent seems uncertain.Gameplay:

This RPG is primarily about grand scale factional warfare and empire-building. So that means that players will be given free reign to build their kingdom from the ground up, command armies, and conquer both other players and NPCs. The Staff factions will be far more powerful then player ones, early on. They will act as both the givers of punishment and will further the main storyline.

For those who don't want to play Napoleon, there are options. Neutral or unaffiliated characters can start anywhere they please, build corporations, lead revolutions in other player's states or form smaller factions.. Mercenary work is rather plentiful.Like most other RPGs, the In-character (IC) and Out-of-character (OOC) system is in effect. The outcome of faction-faction battles is decided by the players. If no decision can be made, staff will decide.

Three cheers for the staff... ?

The Northern Continent:

The Northern Continent, vast and varied, is defined into six different regions. Each region is divided culturally and physically. A pros/cons section is in place to explain the advantages and drawbacks of each regions to help factions decide where they want to be located.North

(Defined as the area north of the Ebony Sea)Made up of forest steppe and coastal swamps, the north was the most sparsely populated region pre-war. Playing host to only a few cities along the Kahviz Trail, it remained miles of vast, untamed wilderness until recent times. Hit little by EP bombs, the north remains mostly untouched. Most settlements are new, carved out of the trees and in small clusters along trails.Pros/Cons: The north is largely untouched by major factions and is an excellent starting point for new factions. However, northerners can easily become isolated from the rest of the continent, due to the small number of trails leading in and out. The Harbingers of Bedlam also pose a major threat, terrorizing villages and raiding caravans across the north.

Prime faction building area. Crushing the Harbingers would be hardly difficult....

South:

(Defined as the area south of the Ebony Sea) The hardest hit by the EP weapons. The south was once the Mega-city of Vharus Nui, a prosperous trading center. Turned into a vast jungle, it gained the dubious nickname 'Green Karzahni' because of the huge numbers of insane mutants, transformed rahi, Zyglak and Ex-Brotherhood raiders that roam the plantlife infested ruins. Aside from small raider camps, only one permanent settlement, a Zyglak village, exists.Pros/Cons: The ruins of Vhaurus Nui present a possible jackpot of gold, weaponry, and supplies. However, trying to settle the Green Karzahni is an insanely daunting task. So only small expeditions are advised.

Changed my mind. This place has ruins from which one could build up a base, especially if a mountain could be found. The rampaging monsters in the area provide natural defenses, as could the jungle.

East:

(Defined as the area east of the Ebony Sea)The most blood soaked but powerful region. Eastern Kingdoms dominated the rest of the continent up until the EP bombings. The Northeastern half, the most influential part of the region, is primarily mountains and valleys with prairies taking up the rest of the land. The southeastern half is a great river basin, filled with forests, plains and marshland. The far northeast, commonly called 'The Wastes' is mostly flash-frozen forests, mountains and tundra.Pros/Cons: Compared to the western half of the continent, the east has a larger population and far more cities. Newer technology is easier to come by, and refugees with military training are easier to come by. However, new factions in the east are constantly threatened with invasion by the Northeastern powers.

Too many people. Too many people.... unless one could forge an alliance with the powers that be, and build up that way, it would hardly be an advisable area.

West:

(Defined as the Area west of the Ebony Sea)Peaceful for most of its history, the west was the breadbasket of the continent. Despite several local disputes between larger city-states, it remained neutral until the dawn of the Universal Wars. The west is largely a flat, fertile plain fed by the Lokya and Culna rivers. The far northwest has a small mountain range and hundreds of hot springs. The population is mostly scattered in city states and villages.Pros/Cons: The west has the largest number of refugees on the continent. These refugees (Mostly Metruans) have made the west's larger cities some of the most advanced on the continent. The west also has few major factions able or willing to take down rivals and plenty of land to conquer. However, the population is centered in large, well-defended cities, which means gathering a rural army is troublesome.

My least favorite so far.

The Ebony Sea:

(Defined as the landlocked, vaguely diamondlike desert across the middle of the continent)Formerly the center of prehistoric civilization on the continent, the 'Middle Lands' was once vast woodlands controlled by nomadic tribes. Annexed by Lenuzad, it was the location of some of the Coalition's largest military bases. As such it was targeted not for 'Greening' but for complete and utter destruction. Specialized EP bombs reduced the area to dust within weeks.Now a vast, arid sea of black dust, the sea is the main obstacle for traders trying to go from one side of the continent to the other. Wells are exceptionally rare, and small trading posts are usually around them.Pros/Cons: The main trading route between east and west, the Sea could be quite valuable to those who try to tame it. The second most dangerous region, hundreds have perished. Either from dehydration or simply straying from known paths can easily kill an entire army. There is also the threat of the Harbingers of Bedlam, who constantly raid caravans and terrorize villages.

This area is worse. Only one more...

The Tren Krom Peninsula:

(Defined as the peninsula situated along the southeastern part of the continent)Once a chaotic feudal landscape watched over by Makuta Gorast, the Peninsula was taken by the Empire after a long battle with the Coalition. Seperated from the mainland by a huge wall, the Peninsula has developed its own distinct culture. Transformed into a monsterous city as a result of Icarax's reforms, all that is known by denizans of the greater continent is that it is controlled by a puppet monarchy and huge numbers of Imperial troops are stationed along its borders.Pros/Cons: The Peninsula is heavily defended and virtually invasion-proof. Being part of the greater Makutan hegemony one would doom the entire continent to invasion if it is attacked. Thus, no player will be allowed to enter the peninsula. Period.

Rule one of RPGs - do not tempt the players. Rule two - do not tempt the players.

Locations

This section describes faction cities, smaller settlements and important landmarks.

North:

Saltros: Located in the middle of ancient Kahviz trail, Saltros is a paradise among the trees. Almost every building is made of the finest stone and rare woods. Saltros has a public bath, train system, and a private airport. Even after the Harbingers ravaged and looted it, it still maintains an aura of wealth.It is divided into four districts, divided by the wealth and power of their citizens. The first is luxury cabins, which low-level Harbingers live. Mid-level Harbingers live in the second, basic, cookie-cutter manor houses. The third level is both the hub of Saltros's commerce and where rich raiders live. The last level is Saltros Keep, the city's castle and center of government.Fort Tahu: Named after the deceased Toa Nuva, Fort Tahu was one of the first post-war settlements established in the north. Located near the western border, the Fort is an important trading center. It consists of an outer wall of timber and crudely made cabins within.

South:

Fanikak: Located in the southeast part of the region, Fanikak looks more like a refugee camp then a city. Made mostly of scavenged materials, Fanikak is surrounded by a wall of scrap-reinforced wood. The interior is made up of a mix of tents and huts. Its port, one of the largest in the continent, is constanting being repaired and rust proofed. It is governed from an old warehouse called Yu'Kolrar.In choke-points around the wall, there are watchtowers with mounted ballistas, and Fire-bomb slingshots. They are in place to deter possible attacks.

West:

Ghom: One of the most varied cities on the continent, Ghom plays host to a variety of peoples and building styles. Being conquered and influenced by a variety of cultures over the years, the city is a melting pot. There are little to no ghettos or rich communities in Ghom. Rich and poor live side by side, mansions are crammed next to poorer apartments. This odd trait is due to the onion-like city itself. The oldest buildings are around the middle of the city, and the newest skirt the edge. It and the entire Union is governed from an ancient hall called Cedar Keep. It has little to no fixed defenses, because rising immigration has forced Ghom to steadily grow.New Le-Metru: New Le-Metru is more of an airport then an actual settlement. Originally it was a small Coalition runway, just a couple of miles south of Ghom. It was a prime trading spot during the immediate post-war years. Transformed into a true settlement primarily by Metruans, it has became a center of continental air travel.It is made of a gargantuan airport, a factory district (Where airships are put together) and a village that houses workers. Fe-Koro: Fe-Koro was once a small vassel of Nuramith filled with Matoran of Iron. Hit heavily during the war, it was cleared of plantlife by the Nynrah Ghosts. The Ghosts, with the help of the Metruans and several refugee Xians, factories were built in the village. It is about a mile of factories, with a small apartment complex to house the workers. The city is defended by a stone wall. It's located near the southern border.Nuramith: Founded in ages past by the early Dukes of Nuramith, the city is one of the oldest still existing. Made of imported from the east, it stands out among the plains of the west. It's location is the border with the northern region.It consists of a central keep, the walled inner city, the star-shaped outer walls and the outlaying villages under Nuramith's protection.Port Rhoden: Established by refugees, Port Rhoden was transformed over the years into a formal city. Port Rhoden has established itself as trading power rivaling the Union. Rhoden has recently began to play host to various criminal elements. It is located in the northwestern coast.Rhoden city itself is made up of a huge market district, a hall serving as seat of government and a variety of neigborhoods. It is surrounded by an earthen wall.

East:

Vredra: Gleaming like a beacon across the landscape, Vredra is one of the largest cities on the continent. Filled with some of the most advanced technology and some of the most modern structures, it looks light years ahead of its competitors. It is located around the middle of eastern region, and borders the sea. It shares a northern border with New Ko-Metru.It consists of the Imperial District, the skyscraper-filled center of government and trade, and the residential district, made up of tall apartments.-The Territories: Vredra's large continental empire is divided into six territories. Each one has a distinct purpose. There is District 1 (Farming), District 2 (Industry), District 3 (Military Testing and Training), District 4 (Banking and Trade), District 5 (Mining), and District Six (Air Base).New Ko-Metru: It was in the far northeast, an area covered by little more then mountains, forest and tundra that the first refugees from the Civil War landed. With Kopaka's help, the area was turned into a frozen wasteland within in a year. In the middle of the wastes lies New-Ko-Metru.Carved out of a strange, rock hard blue ice, the city is unlike any on the continent. It is made up of an outer ring, which is a great, icy wall, a middle ring, where the Matoran population resides, and the massive tower of Ko-Travas in the middle.-The Wastes: Closed off from the rest of the world is the wastes. Made up of a rather large chunk of the northeast, the Wastes are miles upon miles of flash-frozen forests. These forests are covered in a permanent layer of frost. This was all caused by the near-enigmatic Kopaka.Suras: Built millenia ago, Suras is one the beautiful cities on the cities on the continent. Hit heavily by EP bombs, Suras was only recently restored to its former glory. It is located around the south of the eastern region, and shares a border with Vredra, along the river Aizun.Suras is made of ancient, imported stone that was only recently been restored. It is filled with over a dozen canals, and is surrounded by a stone wall.-Lenu Duchies: The four other cities that make up the confederation. Vulunos, Asul, Joruc and Yhulvek are all partially self ruling. Each appears to be smaller versions of Suras, and are all surrounded by walls.They are all north of Suras, in a semi-circle formation.New Destral: One of the many settlements ruled by banished Makuta. New Destral was formerly a small city and caravan stop. Emerging relatively unscathed after the bombings, New Destral was conquered by a banished Makuta named Makron. Makron has managed to enslave the Matoran with his army of Visorak.It is a basic walled city, located near the southern coast.Jezria: Jezria was once one of the more corrupt city-states on the continent pre-war. Now it has established itself as the go-to black market post-war. Ruled by a cabal of former Dark Hunters and continental criminals, it is a thorn in the side of most other countries.It is a rather small city, dominated by a spawling market. It has no walls and is rather weak to attack. It is located in the southeast, not that far from New Destral.

Locations look good.

Factions/Countries:

Staff factions, rather large or small, wil be virtually unplayable in-game. This is to force players to form their own factions and take charge of the story. Staff factions range from small city states to empires.

Western Factions:Name: The Union of Free Cities (Western Union)Cities/Territories: Ghom (Capital), New Le-Metru, and Fe-Koro.Symbols: The flag of the Western Union is a light blue flag with four black stars (Shaped into a triangle) in the middle. Government: Federal republic.Leader(s): Premier Onua NuvaHistory: Formed for economic reasons after the collapse of the United Commonwealth, the Western Union is a federation of three primarily Metruan-controlled cities. The Union quickly become the hub of caravan activity and the primary western airport. Under the rule of Premier Onua, the Union has entered into a technological renaissance. Boasting the highest number of Nynrah Ghosts, it has became a haven for inventors and the educated. The four cities are the most advanced and organized in the west. Military: The Union has a small standing army, and each city has a militia and police force. Caravans are protected by the 1st Musketeer Company, Union special forces armed with advanced weaponry. The Union has the only western air force, consisting of both armed war-airships and larger transport zepplins. Misc: N/AName: The Dukedom of NuramithCities/Territories: Nuramith Symbols: The flag of Nuramith is a bright red flag with a black arming sword in the middle.Government: MonarchyLeader(s): Duke Harsox IIHistory: Before the war, Nuramith was the superpower in the western region. Founded after the Great Disruption it was the prime economic and military power the region, keeping it in peace for millenia. After the EP bombings, Nuramith emerged untouched. An early member of the Commonwealth, It was vital to the alliance's defense structure. After the Commonwealth's collapse, however, the city adopted an isolationist stance. After the Harbingers of Bedlam took control of Saltros, they began to move towards the west. The forces of Nuramith stopped them and began a campaign against them. A war between the two factions began, and continues to this day.Military: Nuramith has a large army, mostly armed with traditional melee weapons and plate armor. Loosely organized militia are also commonly employed as second line forces. Nuramith also has a sizable cavalry force, with troops mounted on armored Ash Bears.Misc: Nuramith views the Western Union with suspicion, as Duke Harsox views them as a threat to Nuramith's return to power. The result has been several small clashes between Union Caravans and the city's light cavalry.Name: The Free Port of Rhoden City (Port Rhoden)Cities/Territories: Port RhodenSymbols: A dark blue flag with a teal canton in the right corner.Government: OligarchyLeader(s): Turaga Garvon is the city's official leader, but is rumored to be a figurehead for the mysterious Council of Justice. Although the Council's existance has been denied by officials, it is widely assumed to be fact and is an open secret. The Council consists of about seven unknown beings, and all attempts to discover their identities have came up empty handed.History: Founded by refugees from the southern continent during the Universal Wars, Port Rhoden was once a refugee camp. Turned into a formal settlement under the leadership of Toa Vardon, it became a mildly wealthy village of fishermen. After Vardon's death by drowning Turaga Garvon seized control. Garvon pushed for the enlargement of the ports, and sought to establish relations with Xia.After forming a secret trade deal with the Vortixx, Port Rhoden became the first of the city states to import Xian weaponry. This allowed Rhoden to become an economic powerhouse, and the Western Union's closest rival.Military: Port Rhoden has a small police force, which is responsible for hunting down smugglers and forgers. The city itself is protected by the the Toa Kolla, six Universal War veterans who have settled the region. The Kolla defend the city against threats the Matoran-run police can't handle, such as mutants and rahi.Misc: N/ANorthern Factions:Name: The Harbingers of BedlamCities/Territories: Saltros and various war camps.Symbols: A white flag with a black, humanoid hand in the middle.Goverment: Dictatorship with a defined caste system.Leader(s): Lyderon (Skakdi for leader) Az History: As the Commonwealth collapsed under the pressure of inflation related riots, a little over a dozen prisoners escaped from the Commonwealth's main jail. The prisoners organized under the name 'Habingers of Bedlam' and became a band of roving thieves. Soon, the Harbingers began to recruit more recent arrivals into their ranks. One of the refugees was brutal terrorist named Az, who staged a coup within the organization.Within three years, Az managed to change the Harbingers into a hoard of nomadic raiders. After realizing the need for a stable base, Az ordered the invasion of the pre-war tax haven of Saltros. Saltros's militia was destroyed, and the population was massacred. Using Saltros as a base, the Harbingers began to raid caravans on the Ebony Sea, sack and pillage cities in both the east and west, and gather a massive fortune. In order to increase in size, Harbinger membership was opened to anyone willing to come to Saltros, which allowed their ranks to swell.Military: The military is purely a ground based force, and is divided to two sections. The Frontier Section is tasked with fighting the forces of Nuramith in the western front. The Raiding Section is the largest of the two, and is tasked with assaulting cities, raiding caravans, intimidating enemy factions and guarding Saltros,Misc: Harbingers are heavily armed with some of the most modern weaponry available. This is due to strong ties with Xian weapons brokers in Port Rhoden, which keeps the military well supplied.Southern Factions:Name: Fanikak Cities/Territories: Fanikak and the surrounding docks.Symbols: A black-yellow-brown tri-color flag.Government: MonarchyLeader(s): Grand Chieftain Za'Lorvas History: A roving band of Zyglak, recently displaced by Brotherhood forces, decided to take the chance and enter the remains of Vharus Nui. Taking the overgrown remains of the city's western docks as their own, they established Fanikak. Barring outsiders and declaring the remains of Vharus a new Zyglak homeland, the leader of Fanikak has recently began to allow immigrants into the city.Military: Faced with the constant danger of the Green Karzahni, the Zyglak have developed a large and well organized military. Each warrior is trained to face a variety of situations, ranging from defending the settlement from Bandits to guerilla warfare tactics in case of invasion. All have a variety of weapons and armor made to resist rust.Misc: NoneEastern Factions:Name: The Empire of VredraCities/Territories: Vredra City (Capital) and territories one through seven.Symbols: A black flag with the image of a red Phoenix in the middle. Government: Authoritarian stateLeader(s): High General LoravolHistory: A rather large port city in the pre-war years, Vredra was a minor player in continental politics. Internationally, Vredra was a superpower. The had hundreds of colonial city-states and over a dozen islands under their control. An early player in the Universal Wars, the Empire's citizens watched in horror as their dominion fell to the Makuta. With the Empire's rich colonies gone, the city's economy collapsed.Bombarded heavily by brotherhood bombers, the city was reduced to a jungle in a matter of a week. The royal family was killed in the resulting chaos. In desperation, the homeless Vredrans turned to a former Colonel, Loravol to guide them. Loravol managed to lead troops into the ruins and burn every trace of the EP-caused plantlife to ash. Thus, he appointed himself High General and began to conquer the neighboring territories. The result was the largest single country on the continent.Military: Vredra maintains a huge military armed mostly with modern weapons. The army is given the most of modern tech, leaving the Irregular brigades and Navy with sub-standard equipment. Vredra boasts the largest air force north of the peninsula. It has over a hundred ships of various designs and a brigade of paratroopers.Misc: Vredra's government the most tyrannical in all of the continent. Loravol's secret police, the Imperial Security Service (ISS), brainwash the Vredrans and kill dissidents. As in most tyrannies, the press is censored, and propaganda signs plaster the country.The Empire is politically isolated. Its warlike, expansionist policy has garned widespread hatred from other factionsName: The Confederation of LenuzadCities/Territories: Suras (Capital), and the city-states of Yhulvek, Asul, Joruc and Vulunos. The remains of Kollrus are under a council of Generals, and are under marshal law.Symbols: A white-Mata green-white tricolor-like flag.Government: Absolute monarchy. Leader(s): Archduke Sukot History: Only eight decades before the Barraki emerged to conquer the world, the Northern Continent was mostly scattered tribes in villages. The first real civilization in the northeastern region was Kollrus. Ruled by the noted expansionist Aizun the Great, the first area Kollrus tried to conquer the Lenu plain. Directly south of Kollrus, it offered fertile land ripe for exploitation. But once Kolran soldiers stepped into the plain, the Lenu reacted in force. The often bickering Dukes in control of the plain's villages joined together to form the new state of Lenuzad. The war lasted until the League conquered both nations.After the League was destroyed, the remains of Lenuzad reformed under the command of the Archduke Kurzan. Fighting with the also reformed Kollrus until recent times, Lenuzad eventually took over its rival. When it joined the newly created Coalition, the country's fate was sealed. Hit heavily by Makutan bombers, the Confederation's government went underground. Using the eastern region's then lack of factions to its advantage, Lenuzad once again reformed, stronger then ever.Military: Lenuzad's military resources are primarily spent on its vast mounted forces. Thousands of dragoons, burnak-archers, cuirassers and lancers, all ready to mobilize within hours. Thus, Lenuzad has no air force and a tiny navy.Misc: Lenuzad treats the former citizens of Kollrus like vermin. Name: New Ko-MetruCities/Territories: New Ko-Metru and the frozen wastes around it..Symbols: A white flag with a dark blue triangle in the middle.Government: Absolute monarchy.Leader(s): Lord Kopaka and Governor ArvunHistory: The newest of the continent's major powers, New Ko-Metru was formerly sparsely populated forest land inhabited by nomads. That changed when a little over twenty ships, each hauling refugees from Makutan lands, landed on the coast. The refugees, former soldiers, scientists, and mercenaries that fought for Gorast's side, were lead by Toa Kopaka. Immediately, Kopaka used his heightened powers to flash freeze miles of lands. With his entourage, he established New Ko-Metru. From that year on, the city has been a mystery to most. Protected by a constant blizzard surrounding its borders, the realm has the reputation as invasion proof.Military: New Ko-Metru is defended by a diverse array of forces. Most prominent include mounted scouts, huge, sentinent Ice Golems, a civilian militia and select groups of mercenaries. Misc: New Ko-Metru opens itself to immigrants about once a year. However, those who to live in the frozen realm must be Ko, Ce, Fe, Onu or De Matoran.

Looks legit.

Faction/Country Creation Sheet

Name: (The Name of your faction)Region/Location: (Where your faction is, exactly)Culture: (Is your faction comprised of refugees? Or is it a band of natives seeking to return their country to glory?)Armed Forces: (Is your army comprised of rag-tag irregulars? Or is it a noble order of knights? Note that each faction starts off with fifty NPCs with another fifty with every player)Leader(s): (Which characters control the faction?)Government: (Democratic or Authoritarian? Monarchy or republic? If you pick one of the more exotic types of government, please decribe it in detail)Symbols: (Describe such things as national flag, nation rahi, and any other symbols that represent your country)Members: (Who exactly is in your faction?)Misc: (Any thing else of use)

So we are allowed to start out with a country? Cool.

Profile Creation Sheet

Name: (The name of your character. Keep it Bionicle sounding)Gender: (Male, Female or unknown)Faction: (What faction your character is in)Appearance: (What your character looks like, either in text or picture form)Powers: (Elements and other powers go here. No elements of Life, Light or Time.)Equipment: (Masks, weapons and other things your character owns. Nothing uber-powerful or unique, such as the Mask of Time, Life, Dimensonal Gates, Mothtrek, Light, and Creation.)Personality: (How your character acts)Bio: (Your character's history)Weakness: (Any and all areas your character is weak in.)How many characters?

Rules

1: No god-modding. Period.2: No taking control of other's characters without the creator's permission.3: The standard In Character (IC) and Out Of Character (OOC) system applies.4: No auto-hitting, metagaming, and insta-armies.5: Do not abuse romance and violence. PG-13 levels, please.6: Please, keep posts understandable.7: All BZP rules apply.

Overall, it's a good RPG. I was a bit easy on the review because I, frankly, would want to play it. Just those storyline errors presented by my nitpicking.-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Yeah, I think I'll spice up the Western and Ebony Sea regions a bit more. There's plenty of room for more bizarre things to be added.I'll clear up the history as much as possible, perhaps shortening and compressing bits of it down a bit. As for the EP thing, I forgot to make the EP entity non-canon. Karz.

I occasionally return to BZP for a nostalgic trip back. Hit me up on discord if you need anything. 
 
BZPRPG Characters that I will possibly revive, Mons-Shajs-Tarotrix-Aryll Vudigg-Jorruk Yokin-Senavysh Angavur

 

 

 

 

 

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Waste

Introduction

Ah, I see you’re awake. I also see you’re eyeing the rubble behind me. What happened? Where are we? Well, I’ll explain those questions one at a time. We don’t know what happened, simply. When we awake, we find ourselves here. No memories, only instincts. We know how to use or elements, or masks, or vision powers… We just don’t know what happened.When I say here, I mean this rubble and ruin filled land. I’ve taken to calling it “Waste”, but I doubt it’ll catch on. I can’t exactly tell you how big it is, or if any body of water surrounds it, for I simply don’t know. I’ve stayed in this ruin of a city, but from the highest point you can see some forest of some sort….Well, anyway, the name’s Czar. I seem to be around when most people awake, and I like to, you know, greet them. Not that the words I have are any good news.I should be going soon. I’ll leave you to your devices, which seem to be quite impressive and numerous. Oh, and one last word of advice. Stay away from the Vaxean.

Story

You’re one of the many beings who’ve woken up in a strange world, known only by the name of the local good-doer Czar coined; Waste. You have no idea how big the world is, and you have no idea why it’s in such a condition. As you and the other players fight to keep their characters alive, explore the world, and battle each other, you won’t be alone. A secondary group exists in this mysterious world, known only by a single word, once again coined by Czar. The Vaxean.The Vaxean, not that the characters inhabiting this world know it, are a group of machines, mechanical-biological, and fully biological creatures. Their different types are listed below. Wyrm : The second smallest of the Vaxean forces, the wyrm resembles a elongated Kraata, measuring four feet long, with dark green-yellow skin, and dark, dark yellow scales, mandibles, and mouth. Down the middle of it’s back are a line of large scales, acting like armor against attacks that slash. The wyrm’s main form of attack is sinking it’s mouth’s two mandibles into the target, injecting a deadly venom, that, if untreated, will kill the victim in a matter of hours. The Wyrm are completely organic, and no attempt of Rahi or Animal Control will work on them, for they are impervious to all mental attacks and attempts and communication(This includes attempting to illusion yourself to escape one). These rules apply to the rest of the Vaxean forces.Gnats : Gnats are the smallest of the Vaxean forces, being smaller than a Toa’s eye. Gnats are Organic, insect-like beings, whose tiny bodies are moved through the air by four pairs of wings. Two limbs on the underside of a Gnat move it on the ground. Gnats’ bodies end with a gigantic retractable stinger, which injects a paralyzing venom into the victim of it’s attacks. Gnats, by themselves, are not a threat at all, but Gnats always travel in large swarms, and thus, they are dangerous for their ability to leave you paralyzed, making you an easy target for Wyrms to feast on. Hydes : Hydes are large, misshapen, semi-bipedal, biomechanical creatures, measuring out at 9’5” tall, with skin dark brown with strange, disturbing patches of a mix of peach and tan to create a disturbing color. A Hyde’s head is similar to a horseshoe crab, large and domed, while their body is also crab like, but with fleshy sections and limbs, with a exoskeleton texture and look. Hyde’s arms are mismatching, with the left one all shriveled and useless, while the right arm is gigantic, muscular, and able to crush with strength surpassing a Pakari. The Hydes walk in a manner very similar to an ape, except they focus all the weight on the right arm. The Hydes’ skin is as tough as steel, and their only weakness seems to be a dislike of bright light, which would be the explanation for as to why the always stay in dark, covered areas, such as caves, buildings, and tree-filled woods. Though they dislike bright light, it doesn’t damage them, only stops them in their tracks. One must pound on Hydes for hours on hours to down them. Sentinels : Sentinels are a large, winged, biomechanical species resembling a bat mixed with a black leopard, thanks to their cat-like demeanor and bat-like wings. Their skin is black with deep blue markings, an unusual color combination. Sentinels are as long as Hydes are tall, and their wingspan is at least 15 feet from tip to tip. Sentinels are incredibly powerful and fast, and also possess a healing ability, allowing them to recover from wounds at the very least five times faster than a Toa or such. Sentinels always come in pairs of three, which guard areas that the Vaxean don’t want visited. The only way to have a fair chance against a Sentinel is to down it, some how injure it’s wings extensively enough to allow it to fall to the ground before healing. Titans : Titans are gigantic, 8 stories tall robotic beings, resembling a four armed bipedal creature. Their armor is a rust-free black, and the single red photoreceptor in their “head” glows a harsh red. These massive machines search through the Waste, hunting for unknown objects. They never seem to run out of energy, and the pipes on their back seem to show that they run on steam, coal, or something of that sort. The Titans never seem to attack without being attacked first. When they do attack, they use their multiple limbs to crush and destroy with insane strength. Behemoth : Behemoths are massive machines, towering far above even the titans at 200 feet tall. The Behemoths are extremely rare, and it is even a possibility that only one exists. Behemoths, according to the being who watched one, are massive moving factories, whose sole purpose is to create Titans. Behemoths walk on four massive legs, which connect to a gigantic body, dark grey in color. Their head is supposedly where it’s brain-like processor is, which, if destroyed, would shut down the entire machine. Not that anyone would know this. Behemoth’s entire body is covered in dangerous spikes, but the real danger lies in it’s head, where a large cannon, capable of firing a large laser possessing enough power to destroy any known element in existence, lays ready to fire, housed in it‘s mechanical mouth. A pair of large swiveling turrets are positioned on it’s head as well, capable of automatic fire for extended periods. Commanders : The most mysterious of the Vaxean forces are the commanders, cloaked beings who seemingly command the forces without a word. Commanders float several feet off the ground, hiding all of their features in the aforementioned hooded cloak. One being was idiotic enough to attempt an attack on a Commander, who stayed unharmed, no matter what the being threw at him. Even elemental attacks seemed to have no effect. It’s not entirely sure how one would go about fighting one of these beings.

Locations

Currently, the only parts of Waste we know of are these two (More will be added as players push forward) : Kalgien, City of Ruins : Kalgien, the location where all characters awake, is a desolate and bleak place, full of crumbling factories, streets, and skyscrapers. There are no signs of a past people inhabiting this city, no bodies or survivors of it’s destruction. A sewer-like tunnel system exists under the stone streets, housing hundreds of Wyrms and several dozen Hydes. Sentinels protect certain buildings, refusing to let anyone near them. Lindath, the Forgotten Forest : Lindath is a gigantic forest, surrounding all of Kalgien, and going for miles and miles with no end in sight. The forest isn’t flat, but full of hills, both steep and subtle, and valleys and gorges. It wouldn’t be easy traversing these woods, and it would take almost a full day to go just a few miles, even with a Kakama or Kadin, thanks to the Gnats, Hydes, and such inhabiting these woods.

Profiles

Alright, here’s a Profile;Name: (Your character’s name. Please, keep it Bionicle-like. No Billybob JoeFrank Smith, please.)Species: (Toa, Skakdi, Vortixx… So on and so forth. Custom Species are allowed.)Gender: (Male or Female. Secret is allowed as well)Appearance: (What does your character look like? A description, a Moc, or a drawing will suffice)Powers: (What can your character do? Can it breathe fire? Fly? If they can’t do anything like that, put N/A) Equipment: (What does your character possess? Weapons, Items, and the such go here)Personality: (What is your character like? Angry, Calm, Kind, Evil, or just Indifferent? Tell about that here (Please note the aforementioned traits were just examples, not the only options you have))Skills / Abilities: (What is your character good at? What can your character do that is unusual?)I shall be inspecting and approving every single character.Wondering the lack of a Bio? Your character just woke up, with no memories. He / She had no idea what’s happened to them.

Rules

BZPower Site Rules Still ApplyNo Autohitting, Godmodding, or any other unfair gameplay, please. (If unsure what one of these things are, please, PM me for confirmation)Be respectful to other players. Even if your character is in a fight with theirs, don’t go and make posts in the discussion topic about how stupid you think they are. If someone is doing this to you, and I haven’t yet corrected him / her, please, Pm me.I do not have a list of unapproved masks or elements because I will be approving every single character. This does not, however, mean you can make a Toa of Life with a Ignika. Please, be intelligent about your character’s power-level. I, as the GM (Game Master), Control Czar, The Vaxean, and any other NPCs important to the RPG's story.Have fun. There, I said it. This RPG is about having fun, so go and have some of it already!

Edited by Lord Darkon

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Alright, I've got some time to blow, so I'll give you a little review Darkon.Mind you it's mostly going to be me joking, so don't take offense to anything I say (which will be in brown)

Waste

Introduction

Ah, I see you’re awake. I also see you’re eyeing the rubble behind me. What happened? Where are we? Well, I’ll explain those questions one at a time. It was the bronies, wasn't it?We don’t know what happened, simply. When we awake, we find ourselves here. No memories, only instincts. We know how to use or elements, or masks, or vision powers… We just don’t know what happened.Well I guess the trick is never going to sleep.When I say here, I mean this rubble and ruin filled land. I’ve taken to calling it “Waste”, but I doubt it’ll catch on. I can’t exactly tell you how big it is, or if any body of water surrounds it, for I simply don’t know. I’ve stayed in this ruin of a city, but from the highest point you can see some forest of some sort….I bet there's Ents there.Well, anyway, the name’s Czar. I seem to be around when most people awake, and I like to, you know, greet them. Not that the words I have are any good news.Czar? You're a Russian emperor?I should be going soon. I’ll leave you to your devices, which seem to be quite impressive and numerous. Oh, and one last word of advice. Stay away from the Vaxean. What's a Vaxean?Anyways, pretty standard opening sequence. A little backstory, an NPC telling you about where you are. Not anything distinguising about it though.

Story

You’re one of the many beings who’ve woken up in a strange world, known only by the name of the local good-doer Czar coined; Waste. You have no idea how big the world is, and you have no idea why it’s in such a condition. I think you were just sorting through Microsoft Word fonts one day, and decided upon this font because "Hey, I like this font!", and no reason besides that. Can't you people use a normal font, like Times New Roman, or Tahoma, or Verdana? Or just generic old Arial?()... Nice portal. Alright, we already got that from the opening. Waste of portal. ()As you and the other players fight to keep their characters alive, explore the world, and battle each other, you won’t be alone. A secondary group exists in this mysterious world, known only by a single word, once again coined by Czar. The Vaxean.Okay, I'm lost, so let me make a portal up above to go back to where I was before... ()() Alright, back to this. So giving us some more answers, okay.The Vaxean, not that the characters inhabiting this world know it, are a group of machines, mechanical-biological, and fully biological creatures. Their different types are listed below. Look man, don't tell us the secret monsters until we start facing them. If we don't know about them, don't tell us about them. Keep it a secret.Wyrm : The second smallest of the Vaxean forces, the wyrm resembles a elongated Kraata, measuring four feet long, with dark green-yellow skin, and dark, dark yellow scales, mandibles, and mouth. Down the middle of it’s back are a line of large scales, acting like armor against attacks that slash. The wyrm’s main form of attack is sinking it’s mouth’s two mandibles into the target, injecting a deadly venom, that, if untreated, will kill the victim in a matter of hours. The Wyrm are completely organic, and no attempt of Rahi or Animal Control will work on them, for they are impervious to all mental attacks and attempts and communication(This includes attempting to illusion yourself to escape one). These rules apply to the rest of the Vaxean forces.I wonder how well it deals with lightning bolt.Gnats : Gnats are the smallest of the Vaxean forces, being smaller than a Toa’s eye. Gnats are Organic, insect-like beings, whose tiny bodies are moved through the air by four pairs of wings. Two limbs on the underside of a Gnat move it on the ground. Gnats’ bodies end with a gigantic retractable stinger, which injects a paralyzing venom into the victim of it’s attacks. Gnats, by themselves, are not a threat at all, but Gnats always travel in large swarms, and thus, they are dangerous for their ability to leave you paralyzed, making you an easy target for Wyrms to feast on. I'm getting the feeling that Poison Immunity saves you a lot of trouble in the world. Chain lightning.Hydes : Hydes are large, misshapen, semi-bipedal, biomechanical creatures, measuring out at 9’5” tall, with skin dark brown with strange, disturbing patches of a mix of peach and tan to create a disturbing color. A Hyde’s head is similar to a horseshoe crab, large and domed, while their body is also crab like, but with fleshy sections and limbs, with a exoskeleton texture and look. Hyde’s arms are mismatching, with the left one all shriveled and useless, while the right arm is gigantic, muscular, and able to crush with strength surpassing a Pakari. The Hydes walk in a manner very similar to an ape, except they focus all the weight on the right arm. The Hydes’ skin is as tough as steel, and their only weakness seems to be a dislike of bright light, which would be the explanation for as to why the always stay in dark, covered areas, such as caves, buildings, and tree-filled woods. Though they dislike bright light, it doesn’t damage them, only stops them in their tracks. One must pound on Hydes for hours on hours to down them. Have you been playing Left for Dead? One arm that's bigger. *Sigh* Anyways, once more, I state lightning bolt.Sentinels : Sentinels are a large, winged, biomechanical species resembling a bat mixed with a black leopard, thanks to their cat-like demeanor and bat-like wings. Their skin is black with deep blue markings, an unusual color combination. Sentinels are as long as Hydes are tall, and their wingspan is at least 15 feet from tip to tip. Sentinels are incredibly powerful and fast, and also possess a healing ability, allowing them to recover from wounds at the very least five times faster than a Toa or such. Sentinels always come in pairs of three, which guard areas that the Vaxean don’t want visited. The only way to have a fair chance against a Sentinel is to down it, some how injure it’s wings extensively enough to allow it to fall to the ground before healing. Or lightning bolt.Titans : Titans are gigantic, 8 stories tall robotic beings, resembling a four armed bipedal creature. Their armor is a rust-free black, and the single red photoreceptor in their “head” glows a harsh red. These massive machines search through the Waste, hunting for unknown objects. They never seem to run out of energy, and the pipes on their back seem to show that they run on steam, coal, or something of that sort. The Titans never seem to attack without being attacked first. When they do attack, they use their multiple limbs to crush and destroy with insane strength. Lots of lightning bolts.Behemoth : Behemoths are massive machines, towering far above even the titans at 200 feet tall. The Behemoths are extremely rare, and it is even a possibility that only one exists. Behemoths, according to the being who watched one, are massive moving factories, whose sole purpose is to create Titans. Behemoths walk on four massive legs, which connect to a gigantic body, dark grey in color. Their head is supposedly where it’s brain-like processor is, which, if destroyed, would shut down the entire machine. Not that anyone would know this. Behemoth’s entire body is covered in dangerous spikes, but the real danger lies in it’s head, where a large cannon, capable of firing a large laser possessing enough power to destroy any known element in existence, lays ready to fire, housed in it‘s mechanical mouth. A pair of large swiveling turrets are positioned on it’s head as well, capable of automatic fire for extended periods. Lots of well placed lightning bolts. (BTW didn't you want this to be the name of a monster in THOoL?)Commanders : The most mysterious of the Vaxean forces are the commanders, cloaked beings who seemingly command the forces without a word. Commanders float several feet off the ground, hiding all of their features in the aforementioned hooded cloak. One being was idiotic enough to attempt an attack on a Commander, who stayed unharmed, no matter what the being threw at him. Even elemental attacks seemed to have no effect. It’s not entirely sure how one would go about fighting one of these beings. Sword in the chest.You underestimate my willingness to kill things with swords and lightning.(And I bet you have one named Darkon. There's one named Darkon, isn't there? I knew it.)

Locations

Currently, the only parts of Waste we know of are these two (More will be added as players push forward) : Kalgien, City of Ruins : Kalgien, the location where all characters awake, is a desolate and bleak place, full of crumbling factories, streets, and skyscrapers. There are no signs of a past people inhabiting this city, no bodies or survivors of it’s destruction. A sewer-like tunnel system exists under the stone streets, housing hundreds of Wyrms and several dozen Hydes. Sentinels protect certain buildings, refusing to let anyone near them. Lightning nova blast.Lindath, the Forgotten Forest : Lindath is a gigantic forest, surrounding all of Kalgien, and going for miles and miles with no end in sight. The forest isn’t flat, but full of hills, both steep and subtle, and valleys and gorges. It wouldn’t be easy traversing these woods, and it would take almost a full day to go just a few miles, even with a Kakama or Kadin, thanks to the Gnats, Hydes, and such inhabiting these woods. Fireball.

Profiles

Alright, here’s a Profile;Name: (Your character’s name. Please, keep it Bionicle-like. No Billybob JoeFrank Smith, please.)Species: (Toa, Skakdi, Vortixx… So on and so forth. Custom Species are allowed.)Gender: (Male or Female. Secret is allowed as well)Appearance: (What does your character look like? A description, a Moc, or a drawing will suffice)Powers: (What can your character do? Can it breathe fire? Fly? If they can’t do anything like that, put N/A) Equipment: (What does your character possess? Weapons, Items, and the such go here)Personality: (What is your character like? Angry, Calm, Kind, Evil, or just Indifferent? Tell about that here (Please note the aforementioned traits were just examples, not the only options you have))Skills / Abilities: (What is your character good at? What can your character do that is unusual?)I shall be inspecting and approving every single character.Wondering the lack of a Bio? Your character just woke up, with no memories. He / She had no idea what’s happened to them.

Rules

BZPower Site Rules Still ApplyNo Autohitting, Godmodding, or any other unfair gameplay, please. (If unsure what one of these things are, please, PM me for confirmation)Be respectful to other players. Even if your character is in a fight with theirs, don’t go and make posts in the discussion topic about how stupid you think they are. If someone is doing this to you, and I haven’t yet corrected him / her, please, Pm me.What I say in-character is only in-character.I do not have a list of unapproved masks or elements because I will be approving every single character. This does not, however, mean you can make a Toa of Life with a Ignika. Please, be intelligent about your character’s power-level. Toa of Fire with a Ignika. Of course.I, as the GM (Game Master), Control Czar, The Vaxean, and any other NPCs important to the RPG's story.If I ever see this win an RPG Contest, my first act will be to murder Czar. It will make your job a lot easier.Anyways, it's silly to control every single monster in the game.Have fun. There, I said it. This RPG is about having fun, so go and have some of it already!

I don't really see anything new, different, or interesting about this RPG. And I don't find it very well fleshed out, with too much detail put on the monsters, and not enough put on the actual RPG.In short - more story, less focusing on the NPCs.-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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I have two potential ideas for RPGs so thought I'd come here to see which has the more interest.The first is one I've been pondering for while, and is a strategic RPG based around the original conquest of the Visorak. The League of Six Kingdoms has been defeated but the remnants of their armies are still reaving and raiding around the world and the Brotherhood of Makuta doesn't have the manpower to put a stop to it. Miserix decides that, to bolster their forces, they should try and recruit these 'Visorak' things Chirox created and puts Gorast on the job. The RPG would begin with the Brotherhood in control of the Vohtarak, but the other five 'hives' free for players to try and seize either as fee agents or for the Brotherhood. Take control of the one of the hives and you get an army at your disposal to try and conquer the various areas of the island (each of which bring their own advantages), but sacrifice your usual PC immunity in return. Your new position of power has made you a target, and more vulnerable than before.The second is something I've tried before in Run For Your Life, with more linearity to it. Instead of planting your player in a wide world you can explore, you're part of a group and that group has a specific goal. Currently I've got Bara Magna in mind, where the group is a caravan train running from Tesara to Vulcanus. As players you decide what route the caravan might take (do you cut straight through the Dunes of Treason and risk dehydration or stick close to the Skrall River and risk Bone Hunters?), help defend it should it be attacked, scout ahead, or turn traitor and start embezzling supplies for yourself.Which of these would people like to see more of?

Of the two, the latter seems like a better and more engaging idea for an RPG, but it still needs more plot development and incentive that makes it stand above other candidates.
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Today I had an idea.

It has no name, but that will change.

I got into Roleplaying because of the Captain, the Gate. I saw that, and I thought, "I will do something like that. I will make something grand, something that is vast, epic."

And by what Gods may watch over us, I think I have it.

___________________________________________________________________________________________________________________________________

“Now, about that reservoir...”Strao furrowed his brow, resting his elbows on the wooden table he sat behind, fingers interwoven. The Toa of Stone had been wondering when this matter would be brought up.The orator, a Toa of Water clad in elegant blue and silver armor coughed slightly then pulled out a new tablet. She read from it, her silky voice weaving through the air. Strao noticed several of his fellow Senators recline in their chairs, only half paying attention to the actual words. She went on, reciting a long list of numbers that served no purpose but to the complicate the otherwise simple matter, and stated arguments both for and against the reservoir’s expansion.She set the tablet down and stretched. The Toa then looked around the room. “Well,” she began, “who shall start?” Strao sat straight in his chair, eager to get to the point. The blue armored Toa turned her yellow eyes on him. “Well, buddy?”Strao blinked.“Buddy?” Her voice was no longer smooth and silky. It was rough, brutish, slurred. A man’s voice. “Hey, buddy, wake up. Yah sleepin’ too much.”Strao’s eyes snapped open.Reality came crashing back as he heard the sound of cell doors opening, many cell doors, each time getting closer. A thick bodied lower-class steltian crouched over him, his simple, dull eyes filled with childish concern. “Hey, buddy, wake up!”Strao sat up in his cot, blinking several times. He mumbles something incoherent, still half asleep.“Buddy!?”“I’m fine, I’m fine...” the Toa of Stone muttered, shaking his head, “Not all that awake yet...”“Don’t scare me like that! I thought they got you in yer’ sleep also, like ol’ Noritar!”Strao stared at the steltian, a man by the name of Geratin, he remembered. For a moment he was confused, then he saw the thing outside of their cell, the black monster that passed for a man, and he remembered everything.“They’re getting to me, Geratin...” Strao got out of his cot and walked up to the cell’s door, waiting for it to be opened, “I guess you’ll have a new cell mate in due time...” Strao stared into the eyeless face of the thing, and he imagined that it stared back, despite the lack of eyes. A foot taller than Strao himself, black and silver, with spindly limbs, long talons, spines on its back, and a long skull that ended in a pair of swaying tentacles, the monster turned its imaginary gaze to the jailer that came and unlocked their cell. The insignia of the Brotherhood of Makuta was carved into his chest. He himself did not look at the eyeless thing, he was as uncomfortable with it as Strao was.“Don’t say dat...” The steltian looked at him with childish concern, “Ya’ll be strong... yah stronga’ than me...”Strao restrained a chuckle, but didn’t respond. The jailer and the monster lead them into the hall, where other prisoners stood in line, with more monsters stalking behind them. Occasionally they directed their focus on a single man or woman, at which point they would converge, huddled around them, tentacles twitching. When they dispersed, that person would be fighting back tears, restraining a scream of hopeless terror.It was because Strao was strong that he would fall. They would break him, as they had so many others. Those things; the nestari, the jailers called them, they would break the prisoners down. Silent horrors with what seemed to be limitless psychic potential, they could delve into your mind without you even knowing. They had made many men and women go mad in the past, and they would continue doing it.The warden stood on the railing above them, glaring down at the prisoners with poorly restrained malice. The black and red vortixx was flanked by four rahkshi on each side, and a single nestari at her shoulder, tentacles twitching. They never said anything, the nestari, at least not verbally. If anything that made them all the more terrifying.Once all the prisoners were lined up, the vortixx cleared her throat. “Nothing special today, my darlings,” she hissed, “You’ll continue your work on the west side. Don’t think about taking anything back to your cells. You know that it won’t end well for you.” The many nestari shifted excitedly, looking forward to defiling the mind of some poor fool. “Speaking of which...” All the nestari turned their eyeless gaze upon a single green armored skakdi, who immediately began to sweat.His punishment never came. There was a sudden shift in the nestari’s posture. They were nervous, silently muttering to each other. The warden noticed this, as did the jailers and the jailed. The vortixx immediately grew uneasy; much of her authority came from the fear the nestari instilled.This was followed up by an explosion, an explosion of such magnitude that the whole prison shook. Dust fell from the ceiling onto their shoulders, and many of the walls cracked. The prisoners were uncertain, unable to decide if they should run or not. The warden whipped around, staring wide eyed at the nestari behind her. It stared back, as it said something to her through telepathy.Another explosion rang through the halls. The warden turned and ran, her rahkshi guard on her heels. The nestari were for a moment confused, uncertain. The jailers, realizing the potential for rebellion, quickly readied their weapons. “Alright, you lot, get back in-” the black and orange Toa never finished his sentence, as Geratin’s fist shot out without warning. The jailer was sent flying into a wall where he went limp, sliding down to the floor.Strao made a break for it, with many following behind him. That was the last time he saw Geratin, as the steltian was swarmed by the nestari. From then on everything was a blur, twists and turns down dimly lit stone hallways. They came across other prisoners, though he didn’t pause to count how many. Any jailers that they came across made no attempt to stop them, preoccupied themselves. The nestari put up more of a fight, but they were swept aside by the growing tide of bodies, only managing to take one or two down with them each time. Explosions and booming roars from outside mixed in with the shouting and screaming.Then suddenly it was bright. Their feet touched gravel, then grass. Six nestari stood in their way. Some lunged forward, others hung back and began to harness their psychic potential. All were trampled to death. The fear they had for those dark fiends didn’t seem as terrible in the bright light of two suns. As the prisoners ran, they remembered who they were. Innocents, convicts, warriors of justice, rouges, brave men and women who had fought for the Light, thieves, it didn’t matter. At that moment, they all stood as one, strode as one. The prisoners of the Destiny War fled into the forest, feeling hope for the first time in years...

They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.

 

The Grineer, with their vast armies, are spreading throughout the solar system. A call echoes across the stars summoning the Tenno to an ancient place. They summon you. 

 

Allow the Lotus to guide you. She has rescued you from your cryostasis chamber and given you a chance to survive. The Grineer will find you; you must be prepared. The Lotus will teach you the ways of the Warframes and the secrets to unlocking their powers.

 

Come Tenno, you must join the war.

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@ Tyler Durden; I'd be giving you a response if I had any idea what that was.@ Evex; So the way I'm understanding it, your characters are prisoners trapped by the Brotherhood of Makuta for their actions in the Destiny War, or rather, were, and they escaped? And there are shadow monsters?(Please tell me they don't turn out to be alien bugs.)Well, get a name and basic RPG format ready, because your short story sized intro has me intrigued. I can't say too much more about it from just that, however.-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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They aren't alien bugs. :P

They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.

 

The Grineer, with their vast armies, are spreading throughout the solar system. A call echoes across the stars summoning the Tenno to an ancient place. They summon you. 

 

Allow the Lotus to guide you. She has rescued you from your cryostasis chamber and given you a chance to survive. The Grineer will find you; you must be prepared. The Lotus will teach you the ways of the Warframes and the secrets to unlocking their powers.

 

Come Tenno, you must join the war.

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  • 3 weeks later...

Hey, Guys,I was thinking of doing a hero factory/bionicle evolution crossover. Would anyone like that kind of RPG. Also, where would it be put if I were to make it?-Bane

I've seen a Bionicle/Human crossbreed RPG before, so I know your suggestion couldn't be worse. However, I would not endorse it. Bionicle RPG, not Bionicle meets Other Series RPG (though adding a distinctive theme from another story, or the feel of a genre, can work; to me, however, there is nothing invoked in Hero Factory other than generic to the max, but I may be biased).As for posting an RPG, you can post it here for review, and any passerby who has the time (and is willing) can comment on it. Some never get commented on; others get a couple peoples opinions. Not much activity on here. The RPG need not be complete.Every three months, as detailed in the forum rules, there's the contest, and all RPGs can be submitted to the contest. That's when the real reviews come in. Not always, but usually. The next contest will be the end of June.Hope that answers it.

They aren't alien bugs. :P

Certainly a relief.-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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